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Re: Megaquest: Crisis Across Infinite Nexii

Posted: Sat Aug 01, 2020 2:11 am
by Aeromage
Quest-porting complete.

Looks like longer-term stuff will include processing what Darston and The Shielding Golem keeps/loses, but that'll be something for another day.

Once I have the time, I'll summarise, and then get to updating.

Re: Megaquest: Crisis Across Infinite Nexii

Posted: Tue Aug 25, 2020 11:24 pm
by Aeromage
Summary

This will summarise exclusively character-side rewards. Everything else is in the Megaquest PPT thread.

Note: Some characters have already been updated, at least partially, with rewards. If you updated your character but missed some of the rewards listed below, let me know. I'm going to go through and check what I can, but there is a lot there.





Geddoe gets:

Joins Knightly Order: Almighty Knights of the Highest Heaven

Optionally gains or solely becomes Divine as an element

5 Fame

200 Bonus Weeks

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Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization

Basic Divine Synchronization (if possessed already, rank up in Divine and gain 60 Bonus Weeks for it)

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities

Master Divine Magic Attunement- (Passive Ability, Priest) Possessor may choose for entities below Level 80 who do not possesses the ability 'Master Divine Magic Attunement' or a higher-Tier Tier-ability in the class Priest to be unable to cast Divine Magic spells, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100


♢Cross-Spatial Commanding Presence- (Passive Ability, General) Possessor's allies in other battlespaces obtain constantly-applied bonuses to their stats that possessor would grant them if they were in the same battlespace as possessor

♢Decorated Officer of Ancient Wars- (Passive Ability, General) Possessor gains +12 Fame, Possessor, if possessor is wearing a Light Armor or an armor whose name includes the words 'Dress Uniform' or 'Parade Uniform', gains an additional Accessory slot that may only hold a Broach or Trinket

♢Defies Death- (Passive Ability, General) Possessor ignores the first instance of Instant Death to affect possessor per battle

♢Inspire Resolve In the Face of Death- (Passive Ability, General) Possessor's allies gain +15% Instant Death Resistance


♢Doomhunter- (Passive Ability, Gunner) If possessor is targeting an enemy, boss, pet, or summon with an attack and possessor is wielding a Gun, possessor's Critical chance against said target is increased by a value equal to the highest Instant Death infliction chance of said entity's abilities, with 'inflicts Instant Death' conferring an automatic Critical

♢Sublime Overcrash: Requiem for the Reaper- (Technique Ability, Gunner) Possessor may use 'Sublime Overcrash: Requiem for the Reaper' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has a Gun equipped. Possessor may, up to once per thread, when possessor would be killed by an action, if possessor is wielding a Gun, has not previously used this Overcrash during this thread, and not in Burnout, gain an unpreventable-by-non-Overcrash-effects, uncounterable-by-non-Overcrash-counters, action that must involve the use of this Overcrash. Said action gains +(10,000 * Possessor's Level) Ranged Attack, may target only one opponent, and causes said target opponent, if either below performer's Level or a Tier 3 or lower subtype, to obtain obtain a non-removable debuff that does not vanish upon death that makes its possessor unable to kill this action's performer.


♢Death-Dueling Gunslinger- (Passive Ability, Gunslinger) Possessor's base stats increase by 2 if possessor is in the same battlespace as one or more opposing non-summon Undead and either possessor possesses no unique allies or possessor has at least 40 Leadership spells equipped

♢Precise Countershot- (Passive Ability, Gunslinger) If possessor is wielding a Gun, possessor's 'Ranged Attack' and 'Point Blank' counters gain +50% To Hit


♢Known for Always Wearing a Cloak- (Passive Ability, Magewright) Possessor gains an Accessory slot that may only be used to equip Cloak accessories and that may not be converted into other slot types

♢Scythe-Catching Cloak- (Passive Ability, Magewright) Possessor gains 15% Scythe Resistance if possessor is wearing a Cloak


♢Dodging Shot- (Passive Ability, Protector) If possessor is wielding a Gun and wearing a Light Armor, whenever possessor Dodges an attack, possessor may perform, as a counter to said attack, a 'Point Blank' or 'Ranged Attack' action that may only target said attack's performer and/or possessor, with this ability being able to grant up to 12 bonus actions per round


♢Chased the Reaper Across the Realms- (Passive Ability, Wanderer) If an opposing Undead moves to a different battlespace from the battlespace possessor is in, possessor may follow that Undead into that other battlespace so long as no entity 20 or more Levels greater than possessor in either battlespace objects

♢Evade Dimensional Instabilities- (Passive Ability, Wanderer) Spatial Magic and Geomancy effects attached to Zones cannot negatively effect possessor based on possessor's entry into them from another battlespace, Spatial and Spatial Magic effects from sources below possessor's Level cannot prevent possessor from entering battlespaces or cause possessor to enter a battlespace other than a battlespace possessor chose to enter instead of said chosen battlespace


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*Key to the City- (Accessory, Trinket, Spatial & Law & Glory & Nobility, 6,500,000,000 Gold) +6,500,000 Magical Attack, +6,500,000 SPI, +65,000,000 MP as a non-stacking bonus, +12 Fame, Wielder is Immune to effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 99, Wielder ignores the Resistances, Immunities, Reflections, and Absorptions of Large Structures below Level 99, Whenever an entity below Level 99 that does not possess an ability or Constant Effect called 'Holy Imperial Authority' would create a Terrain, Phantom Terrain, or Battlespace, wielder may replace said Terrain, Phantom Terrain, or Battlespace with a Terrain or Phantom Terrain of any type with an in-stock Square Mile in the Shop worth under 5,000,000,000 Gold or a Zone of any base element or any non-Universe element that wielder possesses, Wielder may enter any battlespace at the start of a round or before any of wielder's actions so long as no entity of Level 99 or greater in wielder's battlespace or the battlespace wielder would be entering objects, 60% inflicts Dominion on Large Structures, Wielder Pierces 65,000,000 Defense of Large Structures, Wielder may spend an action to defeat a Large Structure below Level 80, Wielder may control the decisions of entities below Level 80 that are below wielder's Level that are either encounters in a Random Dungeon or that were summoned by an effect attached to a Zone, a Terrain, or a Phantom Terrain, Wielder may spend an action to set the terrain to 'City of Discs', Wielder must possess the ability 'Master Subspace Architect Knowledge', the ability 'Master Tool Training', the ability 'Master Magewright Proficiency', the ability 'Master Thief Arts Attunement', the ability 'Master General Knowledge', the ability 'Master Spatial Synchronization', the ability 'Master Litigamancy Attunement', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


Heaven-Holding Crown- (Accessory, Crown, Light & Spatial, 800,000,000 Gold) +800,000 to all stats, +8,000,000 MP as a non-stacking bonus, Entities below Level 95 may not prevent wearer or wearer's allies from being resurrected, with this effect still applying while wearer is dead and applying across battlespaces, At the start of battle, wearer creates a battlespace that contains a Zone of Light and that has Celestial City as its Terrain, Wearer must be Level 60 or greater

Armor of High Providence- (Armor, Heavy Armor, Light & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 STR, +800,000 CON, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, 170% Resilience +170% Resilience, 40% Light Resistance, 40% Glory Resistance, 80% Celestial Magic Resistance, 80% Holy Magic Resistance, 30% Demon Resistance, 30% Daemon Resistance, 30% Devil Resistance, Wearer's actions may not be controlled by lower-Level opponents below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater

Blade of High Providence- (Weapon, Sword, Light & Glory, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Magical Attack, Wielder pierces 8,000,000 Defense, Wielder, to a max of once per target each round, deals 8,000,000 additional Damage to Demons, Devils, and Daemons, Wielder may choose to cancel the actions of lower-Level entities below Level 85 that involve the casting of Holy Magic, Celestial Magic, or Divine Magic spells, Wielder must be Level 60 or greater

Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

3 1/12 Holy Imperial Seal of Triumph

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Artifacts!
*The Manifold Paladin's Regalia- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x18)

*Crown of Life- (Accessory Aspect: The Manifold Paladin's Regalia, Crown, Life, X Gold) +2,800,000 Defense, +2,800,000 SPI, +28,000,000 HP as a non-stacking bonus, Wielder regenerates 2,800,000 HP at the start of each of wielder's actions and at the start of each round, to a max of 12 times per round, 40% Life Resistance, 30% Undead Resistance, 40% Instant Death Resistance, Instant Death Immunity against entities who are wielding an item whose name includes 'Reaperglass', Wielder ignores effects that prevent wielder from applying bonuses that wielder gains against Undead that come from sources below Level 90, Wielder's Level may not be reduced by equal or lower Level sources, Damage dealt to wielder by sources below Level 90 that would be unhealable is instead not unhealable, Wielder is resurrected at the start of each round, Wielder's HP Determining stat cannot be reduced by debuffs or Stat Damage from sources of lower Level than wielder, Wielder's attacks may gain the element Life or solely become the element Life

*Space-Cutting Boots- (Accessory Aspect: The Manifold Paladin's Regalia, Boots, Spatial, X Gold) +2,800,000 Defense, +2,800,000 AGI, +2,800,000 SPI, 40% Spatial Resistance, 40% Spatial Magic Resistance, 15% Nemesauth Resistance, If wielder has this item equipped, wielder may, at the start of each round, at the start of each of wielder's actions, and at the end of each of wielder's actions, choose one unequipped item that wielder is carrying, and, as a non-stacking buff, gain the effects of having that item equipped while it is unequipped, If one of wielder's pets or summons is in a different battlespace from wielder, wielder may, before any of wielder's actions, move said pet or summon to wielder's battlespace so long as no entity of Level 99 or greater objects, Wielder's movement between battlespaces, as well as wielder's pets' and summons' movement between battlespaces, may not be prevented by sources below Level 80 without wielder's permission, Wielder ignores Dodge bonuses that come from Spatial element buffs, Spatial element equipped items, or from Reality Arranger or Spatial Mage abilities, Wielder may spend an action to leave wielder's current battlespace and enter another existing battlespace so long as no entity of Level 99 or greater in either battlespace objects, Wielder's attacks may gain the element Spatial or solely become the element Spatial

*Hands of Fate- (Accessory Aspect: The Manifold Paladin's Regalia, Gauntlet, Fate, X Gold) +2,800,000 Melee Attack, +2,800,000 Defense, +2,800,000 SPI, 260% To Hit, 160% Critical, +160% To Hit, 40% Fate Resistance, 40% Demon Magic Resistance, 30% Demon Resistance, Wielder ignores effects that prevent wielder from applying bonuses that wielder gains against Demons that come from sources below Level 90, Wielder's Critical is increased by 160% against Demons, Arch-Demons, Devils, Arch-Devils, Daemons, Arch-Daemons, and Fiends, Wielder ignores Dodge bonuses from Illusion Magic and Illusion element buffs, Wielder may ignore the effects of Fateweavings from sources below Level 90, Wielder's opponents below Level 80 may not gain bonuses against wielder based on wielder's subtypes or name, Wielder's attacks may gain the element Fate or solely become the element Fate

*Destroyer's Blade- (Weapon Aspect: The Manifold Paladin's Regalia, Sword, Destruction, X Gold) +2,800,000 Melee Attack, +2,800,000 Ranged Attack, +2,800,000 Magical Attack, +2,800,000 Defense, +2,800,000 STR, +2,800,000 CON, +2,800,000 SPI, +28,000,000 HP as a non-stacking bonus, 160% Resilience, 160% Critical, +160% Critical, 40% Destruction Resistance, 30% Devastated Resistance, 30% Base Element Resistance, 15% Serpent Blessed Resistance, Wielder deals double Damage, as a non-stacking effect, to Serpent Blessed, Undead, Demons, and Serpent Blessed killed by wielder may not resurrect themselves if below Level 90, Wielder's attacks that would have their Damage value divided by a spell they incorporate do not have their Damage value divided, Wielder's first attack per round that involves the casting of a Holy Magic spell deals 15% additional Damage as a non-stacking effect, Wielder's attacks may gain the element Destruction or solely become the element Destruction

*Fortune's Ward- (Weapon Aspect: The Manifold Paladin's Regalia, Shield, Fortune, X Gold) +2,800,000 Defense, +2,000,000 Melee Attack, +2,800,000 CON, +28,000,000 HP as a non-stacking bonus, 40% Fortune Resistance, 40% Illusion Resistance, 40% Litigamancy Resistance, 15% Clipboard Resistance, Wielder's chance of hitting an opponent below Level 80 cannot be reduced below 1% by that opponent's Dodge, Wielder's chance of being criticalled by an opponent below Level 80 cannot be raised above 99% by that opponent's Critical Chance, Wielder's chance of dodging an opponent below Level 80 cannot be reduced below 1% by that opponent's To Hit, Wielder's chance of criticalling an opponent below Level 80 cannot be reduced below 1% by that opponent's Resilience, Wielder's opponents below Level 90 may not change wielder's element without wielder's permission, Wielder has a non-stacking, non-modifiable, non-rerollable, non-auto-selectable 15% chance to ignore the effects of offensive actions performed by opponents below Level 80, Wielder's attacks may gain the element Fortune or solely become the element Fortune

*Mantle of Respun Time- (Armor Aspect: The Manifold Paladin's Regalia, Heavy Armor, Time, X Gold) +2,800,000 Defense, +2,800,000 to all stats, Wielder may use any one stat as wielder's turn-order-determining stat, 40% Time Resistance, 40% Chronomancy Resistance, 100% Petrified: Time Stop Resistance, 15% Time Devourer Resistance If wielder has this item unequipped, wielder may, at the start of each round, at the start of each of wielder's actions, and at the end of each of wielder's actions, unequip any one equipped item, and, if wielder does so, immediately equip an item in a slot that said unequipped item formerly occupied, Entities of Level equal to or lower than wielder may not reset battle to earlier points without wielder's permission, Wielder's opponents below Level 80 may not expend their actions from future rounds in advance of those rounds without wielder's permission, If an entity would prevent wielder from gaining an action and would gain an action itself for doing so, and said entity is below Level 90, wielder may instead prevent that entity from gaining said action, regain its own lost action, and prevent that action's reacquisition from being prevented by sources below Level 90, Entities may not use wielder's turn-order-determining stat sum as part of their own turn-order-determining stat sums without wielder's permission, Wielder's attacks may gain the element Time or solely become the element Time

*The Manifold Paladin's Regalia- (Accessoryx5 Aspect: The Manifold Paladin's Regalia, Magic Item, Life & Destruction & Spatial & Time & Fate & Fortune & Good, X Gold) 60% Divine Magic Resistance against sources whose Patron Deity is 'Yaralsias Valcont', 'Harkala Gillingman', 'Maleficus', or 'Iepterro', 15% Fiend Resistance, 15% Evil Resistance, 15% Good Resistance, Smitten: Excommunicated Immunity, Wielder counts as possessing 100 additional Paladin abilities and gains the next tier-name Paladin ability (to a max of Legendary), At the start of each of wielder's actions, wielder, as a non-stacking buff effect, chooses 5 unequipped items that wielder is carrying that wielder could equip and gains the bonuses of those items as though they were equipped until the end of said action, Wielder's attacks may gain the element Good or solely become the element Good



*Crown of Primordial Ice- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x16)

*Crown of Primordial Ice- (Accessory Aspect: Crown of Primordial Ice, Crown, Ice, X Gold) +2,114,308 Defense, +2,098,000 MIN, +2,100,000 SPI, +22,000,000 MP as a non-stacking bonus, 40% Ice Resistance, Ice Immunity against sources below Level 80, 30% Spatial Resistance, 30% Time Resistance, 30% Channeling Resistance, 150% Frozen Resistance, Frozen Immunity against sources below Level 80, 60% Dominion Resistance, 30% may inflict Dominion, 30% Solar Being Resistance, 100% Fire Resistance against sources below Level 80, 100% Burning Resistance against sources below Level 80, Once per round, wielder may choose to have a 45% chance of preventing an action from a source below Level 85 from occurring, this chance is doubled against targets who are Solar Beings or whose name includes 'Solar', 'Sun', or 'Star', Wielder may, at the start of a round or action, as a buff, gain or solely become the element Ice, Wielder may ignore the Ice Resistance and Immunity of sources below Level 79, Arch-Solars below Level 90 may not provide worshipper benefits while in the same battlespace as wielder without wielder's permission, Once per round wielder may choose to have a 90% chance of stopping a source below Level 90 from applying a debuff to wielder, Wielder is Immune to sources below Level 60

*Staff of the Empress of Primordial Ice- (Weapon Aspect: Crown of Primordial Ice, Staff, Ice, X Gold) +2,113,209 Magical Attack, +2,100,100 MIN, +2,112,308 SPI, +21,500,000 MP as a non-stacking bonus, 200% inflicts Frozen, 100% inflicts Frozen: Cubed, Wielder's Frozen infliction chances are increased by 30%, This item additionally possesses the subtype Wand, Wielder may treat Ice as a Tier 2 nonbase element, Wielder may force entities below Level 90 to treat Ice as a Tier 2 nonbase element, Wielder's actions and attacks may gain or solely become the element Ice, Ice element spells cost wielder 2,000,000 less MP to cast as a non-stacking effect, Wielder's Ice element summons gain +200,000 to all stats as a non-stacking bonus

*Allfreeze- (Spell Aspect: Crown of Primordial Ice, Enchantment, Ice, 20,000,000 MP, X Gold) 300% inflicts Frozen, 200% inflicts Frozen: Cubed, 200% inflicts Stat Drain: SPD Drain, 1 hit against all opponents

*Sculpt Primordial Ice- (Spell Aspect: Crown of Primordial Ice, Summoner Magic, Ice, 20,000,000 MP, X Gold) Caster summons up to 20 Golems or Elementals that are Ice element from the enemy list that are below Level 81 and normally fightable for drops, these entities, as a non-stacking buff, gain 'Primordial' before their name, gain +200,000 to all stats, have their Level increased to 60 if it would be below 60, gain Fire Immunity against sources below Level 80, and cannot be unsummoned by sources below Level 80, Max 200 summoned

*Frozen Genesis- (Spell Aspect: Crown of Primordial Ice, Enchantment, Ice, 20,000,000 MP, X Gold) Caster may create a Zone of Ice that cannot be modified or destroyed by sources below Level 80 without caster's permission, Target obtains a buff that makes all buffs and debuffs that it applies during the next two rounds unable to be removed by sources below Level 80

*Cosmic Cryostasis- (Spell Aspect: Crown of Primordial Ice, Astral Magic, Ice, 20,000,000 MP, X Gold) All Empowered Constellations set by caster cannot be modified, unset, relocated, or destroyed without caster's permission by sources below Level 80, All Solar Beings and Arch-Solars in caster's battlespace have a 200% chance of being afflicted with Frozen and an 80% chance of being afflicted with Petrified

*Years Frozen Eternal- (Spell Aspect: Crown of Primordial Ice, Enchantment, Ice & Time, 20,000,000 MP, X Gold) 100% inflicts Frozen: Time stop on targets who do not possess 40% or greater Ice Resistance, Ice Immunity, Ice Absorption, Ice Reflection, 100% or greater Frozen Resistance, Frozen Immunity, Frozen Absorption, or Frozen Reflection, 1 hit against 6,000

*Protoglacier Deluge- (Spell Aspect: Crown of Primordial Ice, Wizard Magic, Ice, 20,000,000 MP, X Gold) +2,000,000 Magical Attack, 100% inflicts Frozen, 200% inflicts Fatigued: Stun, 4 hits against 20,000,000,000




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Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Honorary Member of the Almighty Knights of the Highest Heaven
Acquired 3 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii





Celas gets:

Joins Knightly Order: Knights of the Balanced Soul

Optionally gains or solely becomes Void as an element

23 Fame

200 Bonus Weeks

80 Weirdworker bonus weeks

80 Bonus Weeks
40 Bonus Weeks
1 Bonus Week

200 times the XP of a Level 79 entity.
400 times the XP of a Level 85 entity.
20 times the XP of a Level 80 entity

6,000,000,000 Gold

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Basic Void Synchronization (if possessed already, rank up in Void and gain 60 Bonus Weeks for it)

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


♢Ghost Decoy- (Passive Ability, Deathless One) Up to (Possessor's Level/5, rounded up) times per thread, whenever possessor would be moved to another battlespace unwillingly by a source that is not 5 or more Levels greater than possessor, possessor may instead choose not to be moved to that battlespace and to summon an Undead below possessor's Level that is normally fightable for drops on the enemy list whose name includes 'Ghost' or 'Geist' into that battlespace, Max 5 summoned


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

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

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
40 Protector Bonus Weeks

Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
40 Destiny Weaver Bonus Weeks

Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.

Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned

Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.

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Artifact!
*The Silver Implements- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x13)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



*Massau's Crisis Bow- (Weapon, Bow, Destruction & Fate & Toxin & Glory, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, 160% Critical, +160% Critical, 260% To Hit, +160% To Hit, Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions gain '6 hits against 200,000,000', Wielder's minor, moderate, and major negative status effect infliction chances are increaesed by 30%, Wielder gains an additional action assigned in standard turn order each round, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training'

*Hooded Armor of the Serpent Emperor's Champion- (Armor, Light Armor, Aether & Toxin & Metal & Nobility, 2,000,000,000 Gold) +2,000,000 Defense, +20,000,000 HP as a non-stacking bonus, 160% Resilience, +160% Resilience, 50% Acid Resistance, 50% Technology Resistance, 40% Toxin Resistance, 30% Magic Resistance, 15% Human Resistance, Poison Immunity, Charm Immunity, 80% Dominion Resistance, 80% Venom Resistance, 80% Instant Death Resistance, 40% Major Status Effect Resistance, 160% Moderate Status Effect Resistance, 320% Minor Status Effect Resistance, Wielder's Reptile allies gain +200,000 to all stats as a non-stacking bonus and cannot be afflicted with Charm or Dominion by sources of lower Level than wearer, Wearer must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency', 'Expert Leadership Attunement', or 'Expert Herpetologist Knowledge'

*The Second Cobalt Pyramid- (Accessory, Amulet, Fate, 2,000,000,000 Gold) +2,000,000 to all stats, +20,000,000 MP as a non-stacking bonus, 160% Dodge, +160% To Hit, +160% Dodge, If wielder is targeted by an entity below Level 85 with an offensive attack or action, wielder may choose, up to three times per round, as a preemptive counter, to inflict an instance of Vanished on itself that lasts until the end of said attack or action, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self curing of this status effect is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is Vanished but otherwise in battle and possessor's ability to check for self-curing of this status effect has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder may scan the stats of any number of opponents at the start or end of any round or action, Wearer must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement' or 'Expert Fate Synchronization'

*Quiver of Endless Demise- (Accessory, Ammo, Dopple & Flux & Toxin & Devastation, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, Wielder's Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions deal 200,000,000 additional Damage to unique targets (to a max of once per target per round), gain '30% inflicts Instant Death', and have their chances of inflicting minor, moderate, and major negative status effects increased by 10% per T1 or T2 entity subtype possessed by their targets and by 5% per T1 or T2 element possessed by their targets, Wielder's actions may not be countered by entities below Level 80, Wielder's attacks may not have their To Hit chance reduced by entities below Level 80, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training' or 'Expert Archery Attunement'

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

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'

*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'


*Gelbenmarnos, the Wind which Whispers Knowledge- (Weapon, Force, Air & Knowledge & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +50,100,000 Magical Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, Wielder's 'Mental Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder may, at the start of any round or any action, scan the stats of any number of individuals in any number of battlespaces, Wielder's scan attempts cannot fail against entities below Level 99, Wielder may choose to count as having scanned the stats of any individual below Level 99, Wielder is Immune to Illusion from sources below Level 85, 40% Mystery Resistance, Wielder may choose for wielder's allies to be able to choose before any of their actions to obtain a buff that stacks 200 time that makes its possessor count as having scanned the stats of a chosen entity below Level 99 that is below their Level, Wielder counts as possessing 25 additional abilities from each class wielder possesses the classname ability in for non-prerequisite purposes, Wielder gains +250,000 MIN and +500,000,000 MP at the start of each round as a non-stacking buff, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Knowledge Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind Which Whispers Knolwedge by Elsie Phaeduras'

*Gloves Which Hold the Eternal Debts- (Accessory, Gloves, Wealth & Knowledge & Evil, 6,666,666,666 Gold) +6,666,666 Magical Attack, +6,666,666 Defense, +6,666,666 MIN, +6,666,666 SPI, +66,666,666 MP as a non-stacking bonus, 200% inflicts Charm, 30% inflicts Dominion, Wielder may deal Gold Damage, Wielder may deal HP Drain, Wielder may deal MP Drain, Wielder may spend an action to have a 100% chance of inflicting Dominion on an individual who wielder gave a buff earlier in the thread, Wielder may spend an action to replicate the effect of any ability performable by an entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Once per thread across all copies of this item across all wielders as an effect that cannot be reset or replicated, activating the Overcrash of an Eidolon does not set wielder's MP to 0, Wielder's actions may not be undone by resetting battle to an earlier point by sources below Level 80, Sources below Level 80 cannot consider wielder to have not acted when wielder has acted unless wielder chooses for them to be able to do so, Wearer must possess the ability 'Master Summoner Magic Attunement', the ability 'Master Merchant Proficiency', the ability 'Master Pactmaker Knowledge', the ability 'Master Evil Synchronization', the ability 'Master Wealth Synchronization', the ability 'Master Knowledge Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


Force of Noble Global Resistance- (Weapon, Force, Hope & Earth & Chaos, 700,000,000 Gold) +700,000 Melee Attack, +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 to all stats, Wielder and wielder's allies may each, up to once per battle, choose to automatically recover from a negative status effect from a source below Level 80 immediately after it is inflicted as an effect that does not stack across multiple copies of this item, Wielder may not be prevented from performing counters by sources below Level 80, Charm Immunity, 30% Dominion Resistance, Wielder must be Level 60 or greater


Heaven-Holding Crown- (Accessory, Crown, Light & Spatial, 800,000,000 Gold) +800,000 to all stats, +8,000,000 MP as a non-stacking bonus, Entities below Level 95 may not prevent wearer or wearer's allies from being resurrected, with this effect still applying while wearer is dead and applying across battlespaces, At the start of battle, wearer creates a battlespace that contains a Zone of Light and that has Celestial City as its Terrain, Wearer must be Level 60 or greater

Armor of High Providence- (Armor, Heavy Armor, Light & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 STR, +800,000 CON, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, 170% Resilience +170% Resilience, 40% Light Resistance, 40% Glory Resistance, 80% Celestial Magic Resistance, 80% Holy Magic Resistance, 30% Demon Resistance, 30% Daemon Resistance, 30% Devil Resistance, Wearer's actions may not be controlled by lower-Level opponents below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater

Blade of High Providence- (Weapon, Sword, Light & Glory, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Magical Attack, Wielder pierces 8,000,000 Defense, Wielder, to a max of once per target each round, deals 8,000,000 additional Damage to Demons, Devils, and Daemons, Wielder may choose to cancel the actions of lower-Level entities below Level 85 that involve the casting of Holy Magic, Celestial Magic, or Divine Magic spells, Wielder must be Level 60 or greater


Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

3 1/12 Holy Imperial Seal of Triumph


!Cityback Fossil-Gargantua
Level 76 Elite
Undead, Time
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Light, Absorbs Darkness, Absorbs Earth, Absorbs Time, Reflects Fate, Reflects Spatial, Water Immunity, Fire Immunity, Destruction Immunity, 80% Physical Resistance, 20% Base Element Resistance, Poison Immunity, Paralyzed Immunity, Pain Immunity, Confusion Immunity, Diseased Immunity, Impaired Immunity, Hexed Immunity, Drowning Immunity, Frozen Immunity, Burning Immunity, Entombed Immunity, Awestruck Immunity, Voidstruck Immunity, Wounded Immunity, Petrified Immunity, Cursed Immunity, Instant Death Immunity, 304% Minor Status Effect Resistance, 152% Moderate Status Effect Resistance, 76% Major Status Effect Resistance
Prime Attribute- Strength + Constitution
Constant Effects-
Ossified Invulnerability- Possessor may choose to additionally possess the subtype Golem, Possessor gains +# HP, Possessor gains +# Defense, Possessor gains +#% Resilience, Possessor cannot be Criticalled by sources below Level 80, Possessor suffers no negative effects from the status effect Petrified or its sub-status effect, Possessor takes half Damage from sources below Level 80, Constant Effect
Bearer of the Dead City- At the start of each round, possessor may summon up to 200 Undead below Level 80 that are normally fightable for drops on the enemy list, These summons, at the time of their summoning, acquire a non-stacking buff that provides +# Defense and Petrification Immunity, These summons may be summoned into either the battlespace possessor is in or into possessor's passenger capacity (assuming room for them exists there), Constant Effect
Endless Fossil Walls from Ground and Sky- Possessor and possessor's allies gain +# Defense and gain a 75% chance of ignoring attacks from sources below Level 80, Constant Effect
Gargantuan- Possessor gains +# HP, +# STR, +# CON, +# Defense, and may count as up to 2,000,000 entities for row-order purposes, Constant Effect
Passenger Capacity (40,000,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Menace (Level 50-99)- 25% Cured of any negative effect from a source below level 100 at the start of each action with a separate roll for each effect, Cured of any negative effect from a source below level 50 at the start of each action, Minor Status Effect Immunity, (Level x 2)% Moderate Status Effect Resistance, (Level / 2)% Major Status Effect Resistance, 75% Possessor gains an extra action this round, 50% Possessor gains a different extra action this round, Debuffs and buffs with possessor as a source cannot be removed by individuals below Level 50, Constant Effect
Abilities-
Gigas Stomp- # Damage, 300% inflicts Fatigued: Stun, 1 hit against 4,000,000, Physical or Earth, 0 MP
Devour Light- # Damage, Deals MP Drain, Additionally deals HP Drain to Light-element Targets, All Light element buffs on targets from sources below Level 99 are removed, All Light element gear equipped by targets that is worth under 200,000,000 Gold that is non-unique may be destroyed, Caster may destroy up to 4,000,000 Zones of Light, 1 hit against 4,000,000, Darkness or Hunger, 0 MP
Devour Life- # Damage, Deals HP Drain, 1 hit against 4,000,000, Darkness or Blood or Life, 0 MP
Trample- # Damage, 250% inflicts Fatigued: Stun, Deals full Damage to the back row, 1 hit against 400,000,000, Physical or Earth, 0 MP
40,000,000 Year Roar- # Damage, 400% inflicts Fatigued: Elderly, 100% inflicts Instant Death on entities who were afflicted with Fatigued: Elderly at the start of this action, 1 hit against 400,000,000, Sonic & Time, # MP
Reality Flip- Caster may choose to have a 30% chance of inflicting Vanished on up to 100,000,000 opponents, caster may then choose to create a battlespace so long as no entity of Level 80 or greater in any battlespace objects, caster may then choose to enter another existing battlespace so long as no entity of Level 96 or greater in caster's battlespace or the battlespace caster would enter object, Spatial or Spatial & Earth, # MP
Invulnerability Ward- Target gains +# Defense, gains +#% Resilience, gains Physical Immunity to sources below Level 80, gains Magic Immunity to sources below Level 80, cannot be criticalled by sources below Level 80, and is Immune to sources below Level 60, does not stack, Warding, # MP
Dark and Hollow Wind- # Damage, # CON Damage, # MIN Damage, # SPI Damage, 1,000% inflicts Hexed, 300% inflicts Suffocation, 300% inflicts Voidstruck, 100% inflicts Instant Death, 100% inflicts Cursed, 1 hit against 50,000,000, Darkness & Air & Sonic & Void, # MP
Giga Gravity Crunch- # Damage, Targets acquire a non-stacking debuff that halves its possessor's turn-order-determining stat sum for turn-order-determining purposes, to a minimum of 1, Targets are moved to the row of caster's choice in the row-order-formation of caster's choice, 400% inflicts Antimatter: Gravity Lock, 400% inflicts Antimatter: Gravity Lock: Gravity Well, 1 hit against 80,000,000, Darkness & Technology, # MP
Ossify Buffs- Buffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring, their normal ending conditions occurring, or not being carried in buff slots between battles, Target gains 5 buff slots as a non-stacking buff, Earth & Time, # MP
Ossify Debuffs- Debuffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring or their normal ending conditions occurring, Target loses 5 buff slots as a non-stacking debuff, Earth & Time, # MP
Fossilize- 100% inflicts Petrified, 1 hit against 80,000,000, Earth or Darkness or Darkness & Earth, # MP
Drops-
# Gold
# XP
100% Square Mile of Domain of Fossils and Caged Stars on a Random Plane- (Item, Property, Earth & Time & Darkness & Life & Warding, 20,000,000 Gold)
------------------------------------------------------------------------------------------
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Almighty Knights of the Knights of the Balanced Soul
Acquired 3 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii
Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii
Defeated Massau in the Crisis Across Infinite Nexii
Defeated Wuzen in the Crisis Across Infinite Nexii
Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii
Made Nexus A Bit Better Overall
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Granted the Wind Which Whispers Knolwedge by Elsie Phaeduras





Vashna gets:
13,654,365,000 Gold

25 Fame

7 1/12 Holy Imperial Seal

600 Bonus Weeks
80 Diviner Bonus Weeks
50 Warlord Bonus Weeks
80 Scientist Bonus Weeks
80 Warlock Bonus Weeks
58 Demonologist Bonus Weeks
58 Master of Puppets Bonus Weeks
31 Dragon Lord Bonus Weeks

Lost Items

Bar- (Spell, Other: Litigamancy, Law, 20,000,000 MP, 100,000,000 Gold) Caster removes one opponent from battle until the end of the round, with a max of one such individual being removed at a time and said individual immediately being returned (before victory conditions are checked) if no other individual would exist on its side of battle in the same battlespace (or across all battlespaces in the battle)
Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
Pun Times- (Item, Material, Time & Whimsy, 5,000,000 Gold)



Named the Ruin of Nexus
Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii
Defeated The Giant Prophet in the Crisis Across Infinite Nexii
Is the Potential Restorer of Giantkind
Bears the Numeral VII
Purified the Numerals
Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii
Key to the Defeat of Forcystus
Obtained a Holy Imperial Seal of Triumph Piece from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Acquired 7 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii



Draconics gets:

Joins Knightly Order: Kn1g[]///...s of [empty_value_not_found_error]

Optionally gains or solely becomes Null as an element


37 Fame

400 Bonus Weeks
60 Hollow Man Bonus Weeks


-----------------------------------------------------------------------------------------

Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization

Basic Null Synchronization (if possessed already, rank up in Null and gain 60 Bonus Weeks for it)
Apprentice Null Synchronization
Adept Null Synchronization

Grace of the Empty Order- (Passive Ability, Other: Hollow Man) Possessor may choose to not suffer negative effects from possessor's Hollow Man abilities

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


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

Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 10

Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon
Expert Dragon Lord Knowledge
Master Dragon Lord Knowledge

Basic Evil Synchronization- (Passive Ability, Other: Villain) Possessor gains +125 to all stats if possessor is Evil element
Fiendish Evil- (Passive Ability, Other: Villain) Possessor may choose for entities, including itself, to treat Evil as a T3 element.

Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if Truth element

Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60

Forged In Vashna's Final Moments of Vashna's Essence and Power- (Passive Ability, Existence Listing) Possessor may count as possessing the name 'Vashna Saseen' instead of or in addition to possessor's normal name


Expert Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Dragon pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Dragon
Requires: Dragon Lord, 100 other Dragon Lord Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Master Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor gains control of the Dragon summons of lower Level individuals, provided both said Dragons and said individuals are non-unique and below Level 99, Possessor gains control of the non-unique Dragon summons of individuals below Level 80 that are lower Level than possessor provided said Dragon summons are lower Level than possessor, Possessor controls the actions of Dragons below Level 80 that are 10 or more Levels below possessor's Level that are non-unique, Possessor's unmodified stats increase by 2,500 points if possessor is an Dragon


Purchased Abilities


Dragon Lord:

Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Directed Roar- (Passive Ability, Dragon Lord) If possessor's 'Dragon's Roar' actions are targetting a single target, their chances of inflicting minor status effects are increased by 10%
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Draconic Weather Control- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, as part of a 'Cast a Spell' or 'Magical Attack' action, create a Zone of any base element
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Loud Dragon Roar- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Roar' actions may target 30 individuals
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Stunning Roar- (Passive Ability, Dragon Lord) Possessor's Dragon's Roar actions may gain a 30% chance of inflicting Fatigued: Stun
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Wing Buffet- (Technique Ability, Dragon Lord) Possessor may use 'Wing Buffet' in conjunction with a 'Ranged Attack' action. Said action gains '1 hit against 5' and deals 1/2 Damage
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Wyvern Stinger- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor deals 15,000 Flat Physical element Damage to each individual who conducts an offensive action that targets possessor at the end of each such action
Improved Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +300 Melee Attack and may choose to deal 30,000 Flat Physical element damage to any individual who conducts an offensive action that targets possessor at the end of said action
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
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Warlord:

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5

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Demonologist:

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance II- (Passive Ability, Demonologist) Possessor gains 10% Voidstruck Resistance and 10% Burning Resistance. This ability only functions if possessor is a Demon.
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor

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Puppet Master:

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Daemon Calling III- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +500 MP
Daemon Calling IV- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +2,000 HP and +4,000 MP
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor

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Pactmaker:

Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Defensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +50 Defense
Defensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +250 Defense
Offensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 50 points
Offensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 500 points
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.

I Have Lots of Friends!- (Passive Ability, Friendship) All allies gain +50 to all stats, +20 to Defense, +100 to the damage of all attacks, +10 Defense against stat damage, +2% to Hit, +2% Resilience, +2% Critical, +2% Dodge, and 5% Resistance to all minor status effects, you gain the same benefits if you have at least 20 allies in battle, this effect does not stack


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*Rashlekk Sulazz's Secret Medicines of Sulmueria's Lords- (Consumable, Medicine, Life & Knowledge & Time, Unlimited Charges, 1,300,000,000 Gold) This item may only be used once per thread, may not be replicated, and cannot have this use count undone, This item gives a target a non-stacking buff that provides Immunity to up to 8 chosen minor or moderate negative status effects and up to 3 chosen major negative status effect as a non-stacking effect, User must be Level 60 or greater and must possess the ability 'Expert Healer Magic Attunement', 'Expert Alchemy Attunement', or 'Expert Herpetologist Knowledge'

*Rashlekk Sulazz's Mindslaving Machine- (Accessory, Gadget, Technology & Psychic, 1,300,000,000 Gold) +1,300,000 MIN, Wielder may spend an action to have a 130% chance of inflicting Dominion on a single target, Wielder must be Level 60 or greater and must possess the ability 'Expert Scientist' or 'Expert Engineer'

*Dark Sea Project Folio- (Accessory, Book, Darkness & Water & Spatial, 1,300,000,000 Gold) +1,300,000 MIN, +13,000,000 MP as a non-stacking bonus, Wielder may spend an action to summon up to 10 Aquatics or Darkspawn below Level 80 that are normally fightable for drops on the Enemy List or up to 10 'Eldritch Monstrosity', Max 300 summoned, Caster may spend an action to deal 16,000,000 Flat Darkness & Water & Psychic elementy damage to up to 200,000,000 targets, also inflicting Voidstruck, Drowning, and Drowning: Tide Trapped on those targets and having a 60% chance of inflicting Insanity on those targets, Wielder may spend an action to replicate the action 'Fading Call: Benthic Atrocity' on the boss '*Rashlekk Sulazz' on the boss list, Wielder is Immune to individuals below Level 40, Wielder controls the actions of individuals below Level 40, Wielder controls the actions of Aquatics and Darkspawn below Level 78, Wielder must be Level 60 or greater and must possess the ability 'Expert Herald of Lunacy Knowledge' or 'Expert Seakeeper Knowledge'

*War-Pyramid Leyline-Nexus Staff of the Giant Prophet- (Weapon, Staff, Knowledge & Fate & Energy, 4,500,000,000 Gold) +4,500,000 Magical Attack, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, Wielder's Divination and Divine Magic spells may, up to once per round, deal 45,000,000 additional Damage, Wielder may not be prevented from casting spells by entities below Level 95, Wielder may spend an action to destroy this item until the end of the round and regenerate 450,000,000 MP, 40% Geomancy Resistance, 40% Channeling Resistance, Wielder may transfer up to 450,000,000 HP and/or MP between up to 3 willing allied targets (including wielder) at the start of each round, Wielder may scan the stats of any number of entities at the start of each round, 290% To Hit, +190% To Hit, Wielder may, up to three times per round, gain an additional action when an opponent of wielder below Level 95 creates a Zone, Terrain, or Phantom Terrain, Wielder must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunment' or 'Expert Geomancy Attunement'

*Circlet of the Great Oracle- (Accessory, Crown, Knowledge & Fate & Psychic, 4,500,000,000 Gold) +4,000,000 Magical Attack, +4,500,000 MIN, +4,000,000 SPI, 40% Psychic Resistance, 40% Psychic Arts Resistance, Wielder's scan attempts may not be prevented by sources below Level 95, Wielder may scan the stats of any number of entities at the start of each of wielder's actions, Wielder gains a 50% chance of optionally ignoring the offensive actions of entities below Level 85 whose stats have been scanned by wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Divination Attunment' or 'Expert Psychic Synchronization'

*Warded Medallions of the Ancient Giant Kings- (Accessory, Amulet, Warding & Glory, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 CON, +45,000,000 HP as a non-stacking bonus, Wielder's Defense cannot be pierced by sources below Level 99, Wielder's Protection Magic debuffs may not be removed before their inherent expiration by sources below Level 95, Wielder cannot obtain debuffs or negative status effects from sources below Level, Wielder's Humanoid allies gain +450,000 to all stats as a non-stacking bonus, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Protection Magic Attunement'

*Robes of the Giant Prophet- (Armor, Robes, Fate & Glory & Faith, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, Mind + Spirit becomes wielder's MP-determining stat, 170% Dodge, 170% Resilience, 30% Magic Resistance, 30% Physical Resistance, 30% Technology Resistance, 40% Divine Magic Resistance, 40% Divination Resistance, 40% Fate Resistance, Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Warlord Knowledge'

*Forcystus Mask- (Accessory, Mask, Warding & Illusion & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 Magical Attack, +6,666,666 CON, +6,666,666 MIN, +66,666,666 HP as a non-stacking bonus, +66,666,666 MP as a non-stacking bonus, 240% Resilience, 240% Dodge, Possessor may spend an action to gain any base subtype, Fiend, or Holy One as a buff that stacks 200 times, Possessor may spend an action to lose any subtype as a buff that stacks 200 times, Possessor may choose for attempts to scan possessor's stats by sources below Level 80 to fail and for the individual attempting to scan possessor's stats to be afflicted with Plague, Insanity, Petrification, and/or Smitten: Great Atrocity, Possessor may preemptively scan the stats of any individual who attempts to scan possessor's stats, Possessor may, to a max of once per thread across all possessors across all copies of this item, either as an action or in response to possessor dying, resurrect itself, remove this item from the thread, and acquire a buff that gives its possessor a bonus of +6,666,666 to all stats, that makes its possessor solely the subtype Fiend & Abomination, that gives its possessor 'Absorbs Evil and Illusion from sources below Level 80', that gives its possessor's name to become all-caps and gain the prefix 'ANATHEMAIC ', that gives its possessor's attacks a 60% chance of inflicting any one major negative status effect, that cannot be removed by sources below Level 80, and that cannot be replicated; Wearer Temporarily, as a non-stacking effect that does not key off of Temporary abilities, gains the next Tier ability, to a max of 'Legendary', in the classes 'Clothier', 'Illusionist', 'Unreality Coordinator', 'Ward Crafter', and 'Diplomat', This item's also counts as possessing the subtype Crown, Wearer must possess the ability 'Master Diplomat', the ability 'Master Illusionist', the ability 'Master Illusion Synchronization', the ability 'Master Evil Synchronization', the ability 'Master Clothier', the ability 'Master Warding Synchronization', the ability 'Master Transmutation Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater

*Vreskenventrach, the Severing Wind- (Weapon, Force, Air & Good, 51,125,000,000 Gold) +51,125,000 Ranged Attack, +51,125,000 AGI, +51,125,000 SPI, 1,444% To Hit, +1,444% To Hit, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder's offensive actions may remove all buffs from their targets that come from sources that are lower-Level than wielder, Wielder's non-offensive actions may remove all debuffs from their targets that come from sources that are lower-Level than wielder, Wielder's actions that target opposing summons that have a lower-Level summoner than wielder may make those summons uncontrolled, Wielder may spend an action to remove all buffs from a target, Wielder may spend an action to remove all debuffs from a target, Wielder may spend an action to delink any values from any individuals, Wielder may spend an action to untransform any number of lower-Level targets, Wielder may spend an action to remove all polymorph effects from any number of lower-Level targets, Wielder may spend an action to remove any number of passengers from any number of lower-Level vehicles, Wielder may spend an action to unequip any number of a lower-Level target's items, Wielder may spend an action to remove the text of an ability or constant effect possessed by an entity below Level 80, Damage wielder deals may not be healed by sources below Level 80 without wielder's permission, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Grandmaster Air Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Severing Wind by Elsie Phaeduras'


2 Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

6 1/12 Holy Imperial Seal of Triumph

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Has Won the "Adventurers!" Event Match
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Has Beaten 29 Bosses in Boss Rush Mode
Has Won the "First of the Arcane Spirits" Event Match
500 Empire of Thandolman Faction Points
Has Won the "Winter's Grasp" Event Match
Has Saved the Sea of Lindric Grass from the Bluewar Ministry
Has Completed the Task 'An Introduction to the Gearwrights'
50 Gearwrights' Association Reputation Points
Has Completed the Task 'Collect the Gear Hearts'
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Reached Round 52 in an Endurance Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Completed the task "To Meet the Stormkeeper"
80 Society of Magical Inquiry Reputation Points
Has Completed the Task 'Finding the Flameworm Eyes'
Has Won the "An Infamous Gang of Thieves!
Has Won the "First Test Against The Adversary's Forces" Event Match
Fish of the Month Club Membership
Researched Plants
Researched Rare Plants
Researched Crops
Researched Botanical Techniques
Researched Mushrooms and Underground Fungi
Researched the Gate Trees
Has Won the "The Rehanging" Event Match
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Stamina"
Has Completed the Task "Test of Combat"
Has Won the "Four Elementals" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "The Dragon-Slaying Knight" Event Match
Has Won the "Mr. Groggo's Dilemma" Event Match
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Judgement"
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Time"
Has Consumed 5 Essence Sphere: Wizard
Has Completed the Task "Test of Echoes"
Has Completed the Task "Test of Seeking"
Has Completed the Mini Quest 'Trial of Remembrance'
Has Won the "Statistical Manipulation" Event Match
Has Won the "Mr. Groggo Goes to the Race" Event Match
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Essence Sphere: General
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Captain
Has Consumed 4 Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Completed the Task "Test of Fame and Fortune"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Versatility"
Has used 12 Grandmaster's Text
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Won the "Mind Over Matter" Event Match
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 4 Improved Essence Sphere: Technomancer
Has Won the "The Broken-Winged Dragon" Event Match
Has Won the 'Trolling' Event Match
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 4 Improved Essence Sphere: Ebon Chancellor
Has Won the "It's Just a Single Butterfly, How Hard Can It Be?" Event Match
Has Won the "Color-Coded for Your Convenience" Event Match
Has Consumed 5 Essence Sphere: Arcanist
Has Consumed 5 Improved Essence Sphere: Wizard
Has Completed the Task "Test of Wealth"
Has Completed the Task "Test of Talent"
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Memories"
Has Reached Round 41 in a Pet Endurance Match
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Options"
Has Completed the Task 'Trials of the Eidolon Summoner, Part 1'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 2'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 3'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 4'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 5'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 6'
Member of the Society of Esoteric Binders
Has Completed the Task 'Become a Full Member of the Society of Esoteric Binders'
Has Completed the Mini Quest 'Eidolon Hunt: Finding the Wind Shepherd'
Has Completed the Task 'Obtain the Eidolon Bazefar'
Has used 10 Manual of A Thousand Arts
Has Completed the Task "Test of Hours"
Has Completed the Task 'Impossible Request: 'Obtain the Bucket of Water that Holds Water''
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Bard
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Has Completed the Task "Test of Legacy"
Has Consumed 2 Essence Sphere: Radiant Heirophant
Has Consumed 5 Essence Sphere: Heavenly Protector
Has Consumed 5 Improved Essence Sphere: Heavenly Protector
Has Won the 'Seizing the Center' Event Match
Has Completed the Task "Test of Focus"
Has Completed the Task "Test of Effortlessness"
Has Won the "Battle Versus the Professor" Event Match
Has Completed the Task "Test of Performance"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Bloodshed"
Has Completed the Task 'Impossible Request: 'Obtain the Jeweled Branch of Horai''
Has Completed the Task 'Impossible Request: 'Obtain the Single Leaf of Radiant Gold that Whispers to the Mind''
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 3 Improved Essence Sphere: Abjurer
Has Consumed 4 Essence Sphere: Auramancer
Has Completed the Task "Test of Expertise"
Has Completed the Task "Test of Esoterica"
Has Completed the Task "Test of Superiority"
Has Consumed 2 Essence Sphere: Wind Duke
Has Consumed 2 Essence Sphere: Mountain King
Has Consumed 2 Essence Sphere: Ocean Prince
Has Consumed 2 Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Learned the Brain Glue Formula from Doctor Toad
Has Completed 1 Frequent Formula Task
Has Won the 'Evergarden Defense Test' Event Match
Has Won the 'Surprise in the Gift Shop' Event Match
Has Won the 'That Thing Doesn't Want Us Having Lunch' Event Match
Has Won the 'There Is a Deadly Bee-Like Thing In Your Room and You Must Confront It ALONE' Event Match
Has Won the 'Be the Better Lily Pad!' Event Match
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Beat The Limited Event Match 'Disco Horse Dance Battle'
Has Won the 'Heaven, Hell, Or Somewhere In the Middle' Event Match
Has Consumed 5 Essence Sphere: Reality Coder
Has Consumed 5 Improved Essence Sphere: Reality Coder
Has used 5 Attunement Book: Abjurer
Has used 5 Attunement Book: Anarchomancer
Has used 5 Attunement Book: Arcanist
Has used 5 Attunement Book: Bard
Has used 5 Attunement Book: Commander
Has used 5 Attunement Book: Channeler
Has used 5 Attunement Book: Diviner
Has used 5 Attunement Book: Druid
Has used 5 Attunement Book: Enchanter
Has used 5 Attunement Book: Elementalist
Has used 5 Attunement Book: Geomancer
Has used 5 Attunement Book: Illusionist
Has used 5 Attunement Book: Kensei
Has used 5 Attunement Book: Mentalist
Has used 5 Attunement Book: Monk
Has used 5 Attunement Book: Summoner
Has used 5 Attunement Book: Transmuter
Has used 5 Attunement Book: Wanderer
Has used 5 Attunement Book: Wizard
Has Consumed 5 Improved Essence Sphere: Arcanist
Has used 5 Attunement Book: Alchemist
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Scientist
Has used 5 Attunement Book: Scientist
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 2 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Arcanist
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Genesis Architect
Has Consumed 5 Superior Essence Sphere: Transmuter
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Superior Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Dragon Lord
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 1 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Hollow Man
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Anarchomaner
Has Consumed 5 Improved Essence Sphere: Anarchomaner
Has Consumed 5 Greater Essence Sphere: Anarchomaner
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Superior Essence Sphere: Warrior
Has Completed the Task "Test of Immortality"
Has Completed the Task "Test of Retribution"
Has Completed the Task "Test of Peace"
Has Completed the Task "Test of Vexation"
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 1 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Justicar
Has Consumed 5 Improved Essence Sphere: Justicar
Has Consumed 5 Essence Sphere: Walker From Beyond
Has Consumed 5 Improved Essence Sphere: Walker From Beyond
Has Consumed 1 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 1 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 2 Essence Sphere: Diplomat
Has Consumed 2 Essence Sphere: Slayer
Has Consumed 2 Essence Sphere: Sorceress
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Completed the Task "Test of Ages"
Has Consumed 5 Essence Sphere: War Mage
Has Consumed 5 Improved Essence Sphere: War Mage
Has Won the "How Shall the World End?" Event Match
Has Won the Event Match 'Three Great Beasts'
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has used 5 Attunement Book: Artificer
Has used 5 Attunement Book: Ritualist
Has Used 1 Schoolmarm Bluestripe Snapper
Gained 1 Base Stat Point from Battle Fest and spent it learning Libram Magic
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Defeated The Legendary Hare in a Special Arena Match
Has Memories of the Walrus Carnival
Beat The Old Nexus PD at the Holy Festival
Beat Team Conch at the Holy Festival
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Beat Team The Worst Detective at the Holy Festival
Beat Team Nesting Dolls at the Holy Festival
Related to the Roulette Master
Regretfully Has Memories of Watching Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'
Related to Zweirugi
Related to Vannessa Ashes
Lost to the Level 80 Version of Silas from the Fourth Ascension in a Special Battle Arena Match
Beat Hadjbalaum in an Event Battle
Signed Up For The (First) Nexus Games
Participated In The (First) Nexus Games
Participated In Nexus Games Event 2: Gobblin' Frenzy
Won Nexus Games Event 2: Gobblin' Frenzy
Participated In Nexus Games Event 3: Calling All the Bros
Participated In Nexus Games Event 5: Resurrectionist Rumble!
Participated In Nexus Games Event 6: Dodge for the Doge
Won Nexus Games Event 6: Dodge for the Doge
Participated In Nexus Games Event 8: Impossible Reaper
Won Nexus Games Event 8: Impossible Reaper
Participated In Nexus Games Event 9: I'm Not Touching This One
Disqualified From Nexus Games Event 10: This Is How We Build It
Participated In Nexus Games Event 11: One Breath Away from Death
Won Nexus Games Event 11: One Breath Away from Death
Participated In Nexus Games Event 12: A Wreath of Purity
Co-Winner of the First Nexus Games (By Weird Spacetime Partial-Existence-Replica Technicality)
Bested the Porkman in Holiday Combat
Bears the Numeral VII
Helped Kit Defeat Nega-Lili in an Arena Match
Remembers the 10th Holy Festival
Studied the Chronicles of the Third Ascension (Prologues and First Chapter)
Remembers Posing for a Portait Painted at Walrusfest that Doesn't Actually Contain Him
Won Best Entry in the SPACE OUTER SPACE Combo Contest for the Restored Dimensional Hypervessel
Had a Dream About Remembering Someone Else's Really, Really Weird Dream
Won 2 Battles in a Row Before Losing at the Wager Fights at Walrusfest
Bet Successfully on 22 Wager Fights at Walrusfest
Bet Unsuccessfully on 8 Wager Fights at Walrusfest
Defeated Nega-Cael in an Arena Match
Helped Lili Defeat Nega-Lili in an Arena Match
Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Eliminated in Round Four of the Brass Disc Tournament
Indirectly Responsible for Ichormassia Becoming a Representative Republic
Indirectly Responsible for the Defeat of the Five-Man Mafia
Is the Potential Restorer of Giantkind
Has Memories of the Final Siege of Avandos
Remembers How Someone Defeated the Botanica's Weather Control Processor through Unconventional Means
Deeply and Resonantly Connected to War's Moderate Negative Status Effect
Deeply and Resonantly Connected to Dread Banking
Sometimes Mistaken for Someone Who Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers
Not Widely Considered the Ruin of Nexus, Though Some Individuals Hold Lingering Grudges Due to His Connection to Vashna
Forged by the One Who Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii
Forged by the One Who Defeated The Giant Prophet in the Crisis Across Infinite Nexii
Forged by the One Who Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii
Forged by the One Who Defeated Cordelia in Her Supercharged, Multi-Artifact-Wielding Mime-Champion-of-Valcont Mode
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Key to the Defeat of Forcystus
Connected to the Blue Season on Disc 92
Does Not Possess Direct Connections with the Cult of Bez'Bekklin
Remembers Seeing the Botanica Explode
Has Memories of Rescuing Jennifer Tardil from some Jungle Ruins
Is Known To Krayal Vanzeil
Holds a Parallel History in the Kingdom of the Prince-Prefect of Gashmelburg as a Peasant from the Town of Brill's Creek that Once Belonged to Another, But Which May Be Discarded
Remembers How Someone Utterly Destroyed Botanica Processor #4
May Hold the Indirect Gratitude of at Least One Deity
Tenuously Connected to Two Deities
Present In a Footnote Of a Chapter Of a Bestselling Book About Flagmaker Bessie LaGrand (But Only In the Revised Edition)
Not Personally Responsible for the Awakening of a Monstrosity
Remembers In The Quest 'A Phonecall from Donna'
Holds An Essence Strengthened By Another Man's Challenging Valcont
Remembers Fighting the Ascendants of the Fourth Ascension as Leader of the Three of Swords Corporation, But Also Knows that Wasn't Quite Him
Is Known to Donna
Respected On Multiple Worlds for stopping the Hippo-Kin Forces, Even If That Might Not Technically Be Entirely Correct
Knows that Vashna the Botanica Seasonal Control Processor to the Blackclad Order
Remembers Defeating the Hippo-Kin Career Institute Dread Headmaster
Remembers the Quest 'Career Day'
Wasn't Involved at all in an Unnecessary Battle Against a Superior Blackclad Order Force
Forged by the Slayer of Lord Avandos, Master of the Crimson Citadel
Connected to the Orchestration of the Demise of Markannion and Valcont’s Loss During the Princess of Suns Incident
Killed a Boss In a Random Dungeon
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Honorary Member of the Kn1g[]///...s of [empty_value_not_found_error]
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Acquired 6 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii
Defeated Cordelia in Her Supercharged, Multi-Artifact-Wielding Mime-Champion-of-Valcont Mode
Returned the Hammer and the Tools to the Forge of Aeons
Gets Discounts at the Forge of Aeons
Granted the Severing Wind by Elsie Phaeduras





Zweirugi gets:

Gains the element Eternity

Full PC status

22 Fame

7,828,704,000 Gold

401 Bonus Weeks
75 Geomancer Bonus Weeks
58 Diviner Bonus Weeks (NOT-Convertable)
58 Warlord Bonus Weeks
59 Umbramancer Bonus Weeks
52 Warlock Bonus Weeks
51 Demonologist Bonus Weeks
18 Cosmic Ruler Bonus Weeks
40 Warlock Bonus Weeks
40 Demonologist Bonus Weeks
50 Pactmaker Bonus Weeks
50 Master of Puppets Bonus Weeks
52 Dragon Lord Bonus Weeks

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Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization


Was Sword-Vashna- (Passive Ability, Friendship) Possessor may choose for possessor's name to include 'Sword-Vashna', 'Sword Vashna', and/or ', the Sword of Vashna'


Attuned to the Forge of Aeons- (Passive Ability, Geomancer) Temporary items created by possessor are worth 80,000,000 additional Gold, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects


Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60


Fiend Traits- (Passive Ability, Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3 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. This ability only takes effect if possessor is a Fiend.


Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


Adept Geomancy Attunement
Diviner
Adept Divination Attunement
Basic Warlord Knowledge
Apprentice Umbramancy Attunement
Basic Dark Magic Attunement
Basic Demonologist Knowledge
Basic Astral Synchronization
Basic Pactmaker Knowledge
Basic Master of Puppets Knowledge
Basic Dragon Lord Knowledge
Basic Truth Synchronization
Apprentice Truth Synchronization
Analyst of the Absolute
Adept Truth Synchronization
Basic Eternity Synchronization


Purchased Abilities
Formshift: Fiend- (Stance Ability, Prophet of the Darkest Abysses) Possessor's subtype becomes Fiend
Requires: Fiend Traits
Cost: 300,000 Gold, 12 Weeks

Apprentice Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Prophet of the Darkest Abysses Knowledge, 3 other Prophet of the Darkest Abysses abilities
Cost: 1,250,000 Gold, 2 Weeks

Assumption of the Essence of the Fiend- (Passive Ability, Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to become the subtype Fiend
Requires: Formshift: Fiend, Apprentice Prophet of the Darkest Abysses Knowledge
Cost: 700,000 Gold, 2 Weeks

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Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks

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Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks

Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks

Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks

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Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 3 Weeks

Horrid Pacts- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Horrors or Darkspawn obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Horrors or Darkspawn cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks

Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Requires: Apprentice Dark Magic Attunement
Cost: 400,000 Gold, 4 Weeks

Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Requires: Element-Corrupting Essence
Cost: 200,000 Gold, 2 Weeks

Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Land-Corrupting Presence, Warlock’s Bond
Cost: 150,000 Gold, 2 Weeks

Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Dark Layline Creation
Cost: 450,000 Gold, 2 Weeks

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

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Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Requires: Demon Traits
Cost: 110,000 Gold, 2 Weeks

Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Demonologist Knowledge, 3 other Demonologist abilities
Cost: 125,000 Gold, 2 Weeks

Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Requires: Demonic Wrath
Cost: 130,000 Gold, 2 Weeks

Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Requires: Demon Traits, Level 40
Cost: 5,000,000 Gold, 2 Weeks

Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Requires: Basic Demonologist Knowledge
Cost: 63,000 Gold, 2 Weeks

Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Requires: Basic Demon Calling Amplification
Cost: 50,000 Gold, 2 Weeks

Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Requires: Demon Traits
Cost: 60,000 Gold, 2 Weeks

Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Requires: Dark Fire Resistance
Cost: 90,000 Gold, 1 Week

Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Requires: Apprentice Demonologist Knowledge, 10 other Demonologist abilities
Cost: 125,000 Gold, 4 Weeks

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Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Devil Flesh- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +200 Defense
Requires: Devil Traits
Cost: 200,000 Gold, 2 Weeks

Devil Horns- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 Melee Attack
Requires: Devil Traits
Cost: 100,000 Gold, 2 Weeks

Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Pactmaker Knowledge, 3 other Pactmaker abilities
Cost: 125,000 Gold, 2 Weeks

Devilish Age-Resistance- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains Fatigued: Elderly Immunity
Requires: Devil Traits
Cost: 60,000 Gold, 2 Weeks

Pointy Attack-Beard- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +500 Melee Attack and counts as wielding an additional Deadly Weapon
Requires: Devil Traits
Cost: 600,000 Gold, 2 Weeks

Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Requires: Basic Pactmaker Knowledge
Cost: 80,000 Gold, 2 Weeks

Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Requires: Apprentice Pactmaker Knowledge, 10 other Pactmaker abilities
Cost: 125,000 Gold, 4 Weeks

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Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Requires: Daemon Traits
Cost: 60,000 Gold, 2 Weeks

Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Puppet Master Knowledge, 3 other Puppet Master abilities
Cost: 125,000 Gold, 2 Weeks

Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Requires: Daemon Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Requires: Daemon Calling I
Cost: 40,000 Gold, 2 Weeks

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Requires: Basic Puppet Master Knowledge
Cost: 60,000 Gold, 2 Weeks

Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Requires: Daemon Instruction I
Cost: 100,000 Gold, 2 Weeks

Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Requires: Daemon Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Requires: Defensive Daemon Instruction I, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Requires: Apprentice Puppet Master Knowledge, 10 other Puppet Master abilities
Cost: 125,000 Gold, 4 Weeks

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Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Requires: Dragon Traits or Beastmaster or Level 20
Cost: 2,000,000 Gold, 6 Weeks

Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +20 to all stats
Requires: Basic Dragon Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +100 to all stats
Requires: Dragon Training I
Cost: 100,000 Gold, 2 Weeks

Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Requires: Basic Dragon Lord Knowledge, 3 other Dragon Lord abilities
Cost: 625,000 Gold, 2 Weeks

Defensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +50 Defense
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +250 Defense
Requires: Defensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Requires: Apprentice Dragon Lord Knowledge, 10 other Dragon Lord abilities
Cost: 625,000 Gold, 4 Weeks

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Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 5% Astral Resistance
Requires: Basic Astral Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Requires: Basic Astral Synchronization, 3 other Cosmic Ruler abilities
Cost: 125,000 Gold, 2 Weeks

Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Improved Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 10% Astral Resistance
Requires: Apprentice Astral Resistance, Basic Defenses against Astral
Cost: 500,000 Gold, 2 Weeks

Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks

Apprentice Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Astral
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +100 to all stats
Requires: Apprentice Command of Astral, Basic Understanding of the Heart of Astral
Cost: 100,000 Gold, 2 Weeks

Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Astral Synchronization, 10 other Cosmic Ruler abilities
Cost: 125,000 Gold, 4 Weeks


Pre-reqs (Cost -> 87 weeks):
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Knowledge of Common Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN, Possessor gains +10 MIN for each base element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 50,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Requires: Studious
Cost: 60,000 Gold, 2 Weeks

Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 600,000 Gold, 4 Weeks

Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
Requires: Basic Book Training
Cost: 10,000 Gold, 2 Weeks

Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Basic Tool Training
Cost: 60,000 Gold, 2 Weeks

Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Drill Usage
Cost: 120,000 Gold, 2 Weeks

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
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 2 Weeks

Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 2 Weeks

Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Requires: Pericing Drillstrike
Cost: 150,000 Gold, 2 Weeks

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
Requires: Basic Tool Training
Cost: 40,000 Gold, 2 Weeks

Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Requires: Core Sampling, Careful Tool Use
Cost: 150,000 Gold, 2 Weeks

Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 20,000 Gold, 1 Week

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
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks

Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Requires: Basic Necromancy Attunement
Cost: 60,000 Gold, 1 Week

Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Requires: Basic Necromancy Attunement
Cost: 20,000 Gold, 1 Week

Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Requires: Basic Necromancy Attunement, 3 other Necromancer abilities
Cost: 125,000 Gold, 2 Weeks

Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Requires: Has Experienced the Influence of Necromantic Magics
Cost: 70,000 Gold, 2 Weeks

Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Requires: Observer of Black Flickers, Has Experienced the Influence of Necromantic Magics, Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks

Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Requires: Basic Necromancy Attunement, 3 Swordsman abilities, Level 3
Cost: 190,000 Gold, 3 Weeks

Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Makes Horses Nervous- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5% against Steeds
Requires: Creepy
Cost: 80,000 Gold, 2 Weeks

Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Requires: Apprentice Necromancy Attunement, 10 other Necromancer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Requires: Basic Merchant Proficiency, 3 other Merchant abilities
Cost: 1,250,000 Gold, 2 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks

Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks



Diviner abilities (Costs 158 weeks):
(Note: these are all those obtainable in-stock sans ones Zweirugi already has or require other out of stock abilities)
Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Requires: Apprentice Divination Attunement, Filter-Out Sensort Overstimulation, Diviner's Eyes, Excellent at Counting Large Numbers of Things Quickly, Apprentice Merchant Proficiency
Cost: 700,000 Gold, 2 Weeks

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks

Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Requires: Apprentice Divination Attunement
Cost: 500,000 Gold, 5 Weeks

Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Requires: Basic Appreciation of Feng Shui, Zonal Perception, Diviner
Cost: 400,000 Gold, 2 Weeks

Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Requires: Basic Divining Attunement
Cost: 40,000 Gold, 2 Weeks

Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks

Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
Requires: Basic Spirit Form User or Basic Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Requires: Improved Detective's Truth, Deputize Assistant, Detective's Evasion, Uncounterable Accusation
Cost: 225,000 Gold, 4 Weeks

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
Requires: Detective's Eye
Cost: 120,000 Gold, 3 Weeks

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
Requires: Basic Detective Skills
Cost: 40,000 Gold, 3 Weeks

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
Requires: Basic Detective Skills
Cost: 60,000 Gold, 2 Weeks

Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks

Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Requires: Detective's Eye
Cost: 40,000 Gold, 3 Weeks

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
Requires: Detective
Cost: 150,000 Gold, 2 Weeks

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
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Divining Attunement
Cost: 150,000 Gold, 2 Weeks

Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Requires: Basic Divining Attunement
Cost: 50,000 Gold, 2 Weeks

Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Requires: Divining Casting I
Cost: 100,000 Gold, 2 Weeks

Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Requires: Basic Divining Attunement
Cost: 60,000 Gold, 3 Weeks

Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Requires: Zonal Perception, Magical Echolocation, Diviner
Cost: 2,000,000 Gold, 2 Weeks

Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Requires: Base MIN of 5 or higher
Cost: 300,000 Gold, 2 Weeks

Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Focused Divining Casting- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divining
Requires: Divining Casting II, Apprentice Divining Attunement
Cost: 60,000 Gold, 2 Weeks

Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Requires: Predict Future through Cards, Predict Future with a Crystal Ball, Predict Future with Dice, Predict Future with Bones, Read Tea Leaves, Read Palms, Predict Future from the Stars
Cost: 800,000 Gold, 2 Weeks

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
Requires: Improved Stat Scanning, Diviner
Cost: 500,000 Gold, 4 Weeks

Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

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
Requires: Detective's Eye
Cost: 80,000 Gold, 2 Weeks

Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Requires: Predict Attacks, Level 20
Cost: 400,000 Gold, 2 Weeks

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
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks

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
Requires: Apprentice Divining Attunement, Diviner's Skill
Cost: 300,000 Gold, 2 Weeks

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
Requires: Detective's Investigation
Cost: 138,000 Gold, 3 Weeks

Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Requires: Auto Zonescan, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Requires: Apprentice Divination Attunement, Filter-Ouy Sensort Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Requires: Dowsing Stance
Cost: 90,000 Gold, 1 Week

Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Requires: Diviner, Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Requires: Auto-Scan, Danger Sense
Cost: 200,000 Gold, 2 Weeks

Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Requires: Diviner, Geomancer
Cost: 1,000,000 Gold, 2 Weeks

Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Requires: Adept Divining Attunement, Auto-Scan
Cost: 5,000,000 Gold, 2 Weeks

Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Requires: Apprentice Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Requires: No Prerequisites
Cost: 400,000 Gold, 2 Weeks

Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Requires: Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Requires: Diviner, Necromancer
Cost: 1,000,000 Gold, 2 Weeks

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
Requires: Basic Divining Attunement
Cost: 280,000 Gold, 3 Weeks

Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Requires: Detective's Accusation
Cost: 210,000 Gold, 2 Weeks

Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Requires: Apprentice Divination Attunement, Improved Understanding of Area Mana Patterns
Cost: 300,000 Gold, 2 Weeks

Expert Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Divining Attunement, 100 other Diviner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks



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*The One Barrister's Hellish Green Law-Suit- (Armor, Clothes, Warding & Law & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 Magical Attack, +6,666,666 CON, +6,666,666 MIN, +66,666,666 HP as a non-stacking bonus, +66,666,666 MP as a non-stacking bonus, 480% Resilience, 30% Physical Resistance, 30% Psychic Resistance, 30% Light Resistance, 30% Darkness Resistance, 30% Magic Resistance, 40% Law Resistance, 40% Chaos Resistance, 30% Human Resistance, 30% Celestial Resistance, 30% Angel Resistance, 30% Deva Resistance, 30% Devil Resistance, 30% Litigamancy Resistance, 30% Contingency Magic Resistance, 30% Summoning Resistance, 30% Binder Magic Resistance, 666% Minor Negative Status Effect Resistance, 600% Moderate Negative Status Effect Resistance, 60% Smitten Resistance, 60% Plague Resistance, 60% Devastated Resistance, 60% Instant Death Resistance, Wearer gains 3 buff slots that may only hold Abjuration buffs, 3 buff slots that may only hold Litigamancy buffs, and 3 buff slots that may only hold Contingency Magic buffs, Wearer's stats cannot be scanned by entities below Level 80, Attempts to scan wearer's stats have a 25% chance of automatically failing, Attacks that target wearer that come from sources below Level 95 that are not greater Level than wearer have a 25% chance of failing against all targets, Wearer's Defense cannot be pierced by sources below Level 99, Wearer's Resistances, Immunities, Reflections, and Absorptions cannot be ignored by sources below Level 99, Wearer Temporarily, as a non-stacking effect that does not key off of Temporary abilities, gains the next Tier ability, to a max of 'Legendary', in the classes 'High Judge', 'Litigamancer', 'Diplomat', 'Ward Crafter', and 'Contingency Mage', This item's also counts as possessing the subtype Robe, Wearer must possess the ability 'Master Diplomat', the ability 'Master Litigamancer', the ability 'Master Law Synchronization', the ability 'Master Evil Synchronization', the ability 'Master Clothier', the ability 'Master Warding Synchronization', the ability 'Master Contingency Mage', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


2 Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

7 1/12 Holy Imperial Seal of Triumph

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Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii
Defeated The Giant Prophet in the Crisis Across Infinite Nexii
Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii
Defeated Ghoble Erloze, The Winged Eclipse in the Crisis Across Infinite Nexii
Bears the Numeral III
Key to the Defeat of Forcystus
Purified the Numerals
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Gained 3 Holy Imperial Seal of Triumph Pieces for Winning the Crisis Across Infinite Nexii for the Heaven Architects
Gained 3 Holy Imperial Seal of Triumph Pieces as a Prize from Vashna, Temporary Megaquest Administrator of the Crisis Across Infinite Nexii
Gained 1 Holy Imperial Seal of Triumph Piece Defeating Forcystus in the Crisis Across Infinite Nexii
Honorary Member of the Knights Eternal



Nole gets:

Joins Knightly Order: Knights Miraculous

Optionally gains or solely becomes the element Wonder

12 Fame

201 Bonus Weeks
80 Weirdworker Weeks

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Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization
Basic Good Synchronization

Basic Wonder Synchronization (if possessed already, rank up in Wonder and gain 60 Bonus Weeks for it)

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities



♢Tendrils of Heaven's Light- (Passive Ability, Dominator) Possessor may choose to count as having up to 4 additional Whip weapons equipped that are worth X Gold, Possessor gains +(Possessor Level * 1,000) Melee Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor gains +(Possessor Level * 1,000) Magical Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor's attacks that involve a Whip or Basilisk Emblem gain 'may Heal', Possessor's attacks that target a Demon, Devil, or Daemon gain '100% may inflict any one minor negative status effect'

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*The One Barrister's Powdered Wig- (Accessory, Hat, Warding & Life & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 MIN, Wearer's Abomination and Fiend allies gain +666,666 to all stats as a non-stacking bonus, Wearer suffers no negative effects for the status effect Diseased, including its sub-status effects, and for the status effect Plague, not including its sub-status effect, Wearer may ignore the effects of all stacked instances of one debuff from a source below Level 99, Wearer may, whenever wearer moves from one row to another row, gain a non-stacking buff that provides +320% Dodge until the end of the round and may create a Zone of Darkness & Order that has an effect attached to it that does not stack on the same zone or across zones that has a 60% chance of inflicting Plague on each of its creator's opponents at the start of each round, Individuals below Level 80 may not scan wearer's stats if wearer is afflicted with Plague, is a Fiend, or is an Abomination, Wearer may spend an action to cure Plague or to have an 80% chance of inflicting Plague, Wearer must possess the ability 'Master Clothes Proficiency', the ability 'Master Litigamancy Attunement', the ability 'Master Clothier Proficiency', the ability 'Master Evil Synchronization', the ability 'Master Life Synchronization', the ability 'Master Warding Synchronization', the ability 'Master Great Terror Knowledge', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


*Vayinhatoo, the Wind of Unbound Aether- (Weapon, Force, Air & Aether & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, 1,344% Dodge, +1,344% Dodge, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder is cured of all debuffs and negative status effects from sources of Level equal to or lower than Wielder at the start of each round, Wielder is cured of all debuffs and negative status effects from sources whose Level is lower than wielder's at the start of each action, All Damage on wielder that comes from sources of lower Level than wielder who are below Level 80 vanishes at the start of each round without specfically being cured or regenerated, Wielder may choose for entities of Level equal to or lower than wielder to fail to summon non-unique entities, Wielder may choose for entities of Level lower than wielder to fail to summon unique entities, Wielder's actions cannot be made to fail by sources below wielder's Level and cannot be countered by sources below wielder's Level, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Aether Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind of Unbound Aether by Elsie Phaeduras'


Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

4 1/12 Holy Imperial Seal of Triumph

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Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Honorary Member of the Knights Miraculous
Acquired 4 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii
Key to the Defeat of Forcystus
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Made Nexus A Bit Better Overall
Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii





Anathema gets:

9 Fame

1,000 times the XP of a Level 90 entity
200 times the XP of a Level 80 entity

30 Bonus Weeks
30 Gatekeeper Bonus Weeks
80 Blight Druid Bonus Weeks
80 Puppet Master Bonus Weeks
80 Deathless One Bonus Weeks
80 Ebon Chancellor Bonus Weeks

Basic Illusion Synch (or 60 Unreality Coordinator Bonus Weeks if posessed already)

Ranks up in Blight Druid, Puppet Master, Deathless One, Ebon Chancellor

Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.

Messiah of the Reborn Plague- (Worshipper Benefit, Doctor Beak) Possessor is Immune to Plague. Possessor may spend an action to inflict Plague on each individual in possessor's battlespace that previously was afflicted with Plague or one of its sub-status effects. Possessor's base stats are increased by 1. Possessor is Immune to Smitten: Excommunicated.

World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.


*God-Eating Prison- (Accessory, Container, Glory & Warding & Spatial & Void, 2,000,000,000 Gold) +20,000,000 to all stats, +200,000,000 MP as a non-stacking bonus, Wielder deals HP and MP Drain to Planetaries and to beings that are deities, Wielder's opponents below Level 99 who are not 20 or more Levels greater than wielder lose all of their worshipper benefits, Wielder obtains copies of said lost benefits, provided that said benefits did not possess a Level requirement that wielder did not meet, with said benefit loss being a debuff but said benefit acquisition not being a buff, Wielder cannot obtain multiple copies of the same benefit in this manner, Wielder does not count as a devout worshipper of any deity due to obtaining befits in this manner, but still continues to count as a devout worshipper of deities that wielder would otherwise count as a devout worshipper of, Wielder's lower-Level opponents below Level 80 may not cast Divine Magic spells, Wielder must be Level 60 or greater


(Loses: Divinity's Prison)

2 1/12 Holy Imperial Seal of Triumph

Made it to the Final Battle of the Crisis Across Infinite Nexii
Put in a Strong Effort and Almost Won Things for the Veil Render
Won the Trial of Demise and Brought Doctor Beak Back from Storage
Revived her Divine Patron
Triumphed in the Trial of Concordance
Undid the Archon System
Prevented Forcystus from Escaping
Acquired 2 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii





Roy gets:

4 Fame

30 Gatekeeper Bonus Weeks

Basic Illusion Synch (or 60 Unreality Coordinator Bonus Weeks if posessed already)

1/12 Holy Imperial Seal of Triumph

Made it to the Final Battle of the Crisis Across Infinite Nexii
Put in a Strong Effort and Almost Won Things for the Veil Render
Acquired 1 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii



Darston gets:

4 Fame

30 Gatekeeper Bonus Weeks

Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element


1/12 Holy Imperial Seal of Triumph

-------------------------------------------------------------------

Made it to the Final Battle of the Crisis Across Infinite Nexii
Put in a Strong Effort and Almost Won Things for the Veil Render
Acquired 1 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii




Lili gets:

2 Fame

Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element

1/12 Holy Imperial Seal of Triumph


Acquired 1 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii




Nira gets:

5 Fame

1 Bonus Week

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Supreme Overcrash: Those Deadly, Deadly Blues- (Technique Ability, Musician) Possessor may use 'Supreme Overcrash: Those Deadly, Deadly Blues' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has an Instrument equipped. Said action gains +2,000,000 Ranged Attack, gains +2,000,000 Magical Attack, gains the elements Water & Darkness, gains '1 hit against 77,000,000,000, gains a 100% chance of inflicting Instant Death, ignores the Instant Death Immunity of Undead, ignores Resistance and Immunity to Confusion: Depression, changes all Fire element actions of its targets to have the element Fire replaced with the elements Water & Darkness as a non-stacking debuff, and checks its status effect infliction chances an additional time if it fails to inflict them. Said action sets its user's MP to 0 for the remainder of the thread.




Loses:

A Killer No More



-----------------------------------------------------------------------

*Nira's Problem-Striking Flameforged Hammer- (Weapon, Hammer, Fire & Physical & Chaos & Fury, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Ranged Attack, +250,000 Magical Attack, wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become solely any combination of non-Universe elements that their targets are weak to, +2 Fame, Wielder may spend an action to cure any one (negative status effect or debuff) from a source below Level 80, Wielder must be level 40 or greater



2 Bottled Unbroken Rain- (Item, Material, Universe, 500 XP)
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Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii
Triumphed in the Trial of Powers in the Crisis Across Infinite Nexii
Defeated by the Heaven Architects After Attempting a Bascaradine Bartending Challenge
Employer of Jennifer Tardil
Boss of Alex Bennion at the Three of Swords Corperation
Boss of Gerald Feorlyth at the Three of Swords Corperation
Boss of Krexil Nei'Beidon at the Three of Swords Corperation
Boss of Balko Dogmaster at the Three of Swords Corperation
Boss of Hemminer the Sage at the Three of Swords Corperation
(At Least Temporarily) Boss of Langidor the Greenspear at the Three of Swords Corporation





Einarr gets:

1 Fame

Awesomely-Relaxing Spa- (Item, Property, Fire & Water, 3,850,000 Gold)

Got Pulled Into the Crisis By Forcystus to Use as a Power Source




The Roulette Master gets:


8 Fame

100 times the XP of a Level 79 entity.
200 times the XP of a Level 80 entity.
200 times the XP of a Level 81 entity.
200 times the XP of a Level 85 entity.

44 Force Mage Bonus Weeks
88 Cyberneticist Bonus Weeks
40 Covenant Scribe Bonus Weeks

6,000,000,000 Gold, less the purchases he made


----------------------------------------------------------------------

Basic Warlord Knowledge
Basic Contract Magic Attunement
Apprentice Grand Armor Mastery


Purchased and Kept Abilities (Warning: Huge)
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped


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


Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast

Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'

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'

Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast

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'

Invention Creation Discovery Mastery- (Passive Ability, Artificer) Passive Abilities from the Artificer class whose name includes 'Invention Creation Discovery' 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.

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: 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 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'

Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast


Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.

Forceful Throw- (Technique Ability, Assassin) Possessor may use 'Forceful Throw' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +50 Ranged Attack

Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round

Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.

Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.

Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR

Furious Shot Put Strike- (Passive Ability, Assassin) Possessor may use 'Furious Shot Put Strike' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, said action has Strength as its Prime Attribute, and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, +5% To Hit, and 30% inflicts Fatigued: Stun.

Juggler- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action

Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.

Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.

Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.

Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.


Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast

Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation

Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set

Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast

Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set

Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set

Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set

Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance

Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space

Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set

Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect

Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast

Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast

Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack

Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time

Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect

Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%

Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect

Tap Into Astrogeomantic Power- (Passive Ability, Astromancer) Possessor gains +200 SPI and gains 2,000 MP if possessor is both in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation set or the Terrain or Phantom Terrain is Space

Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect

Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic


Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor

Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast

Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.

Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.

Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell

Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points

Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target

Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%



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

Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON

Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON

Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON

Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON

Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON

Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON

Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty

Dandelion Drifting- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor's row is shifted by something other than possessor performing a 'Switch Rows' action, possessor gains 15% Dodge as a non-stacking buff until the end of the round

Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action

Excellent Melons- (Passive Ability, Botanist) Possessor's Charm infliction chances are increased by 5% if possessor is a Plant

Flytrap Maw- (Passive Ability, Botanist) If possessor is a Plant, possessor's 'Melee Attack' actions may deal HP Drain to Insects

Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage

Holly Leaves- (Passive Ability, Botanist) Possessor deals 50 additional Damage if possessor is a Plant

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

Poison Holly Berries- (Passive Ability, Botanist) Possessor's offensive actions may gain '20% inflicts Poison' if possessor is a Plant

Root Vegetable- (Passive Ability, Botanist) Possessor gains +1% Dodge while in a Zone of Earth if possessor is a Plant

Form of Tree- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +1,000 HP, and -100 AGI

Thistle-Body- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 3,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action

Thorns- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 2,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action

Thorn-Covered- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 3,000 additional Flat Damage

Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets

Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'

Pointy Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 15,000 additional Flat Damage

Blood-Drinking Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability may deal Flat HP Drain instead of Flat HP Dramage

Release Pollen- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to gain a 30% chance of inflicting Confusion on up to 60 targets

Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions

Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more


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

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

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

Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target

Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target

Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40

Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink 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

Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points

Gourmand- (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 heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points

Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications

Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount

Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness



Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.

Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.

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

Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10

Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round

Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.

Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout 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 gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.

Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff

Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped

Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped

Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds

Wind Fist- (Technique Ability, Combatant) Possessor may use 'Wind Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.

Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped


Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats

Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats

Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Shift Summoning Element: Air- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air

Shift Summoning Element: Earth- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth

Shift Summoning Element: Fire- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire

Shift Summoning Element: Water- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water

Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes

Speed-Focused Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats

Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP

Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP

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



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

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

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

Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points

Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

Basic 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



Basic Upgraded Form User- (Passive Ability, Cyberneticist) All Upgraded Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0



Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats

Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats

Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN

Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense

Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense

Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points

Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points

Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats

Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP

Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP

Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP

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


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

Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.

Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.

Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.

Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.

Defensive Stance- (Stance Ability, Defender) +50 Defense

Defensive Stance II- (Stance Ability, Defender) +200 Defense

Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.

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

Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense

Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.


Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast

Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons

Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats

Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast

Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast

Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast

Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast

Focused Demon Magic Casting- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Demon Magic



Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle



Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.

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

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

Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack

Charming Lash- (Technique Ability, Dominator) Possessor may use 'Charming Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Charm.

Painful Lash- (Technique Ability, Dominator) Possessor may use 'Painful Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Pain.

Enthusiastic Slave-Driver Principle- (Passive Ability, Dominator) Possessor's pets and summons gain +200 to all stats while possessor is wielding a Whip

Insubordination-Preventing Whipborn Terror- (Passive Ability, Dominator) Possessor's pets and summons gain 30% Charm Resistance (which is added in a non-stacking manner to any Minor Status Effect Resistance they possess) if possessor is wielding a Whip

Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped

Obey!- (Passive Ability, Dominator) When possessor is wielding a Whip and one of possessor's opponents who was afflicted with an instance of Charm with possessor as its source would recover from said status effect, possessor may deal said opponent 25,000 Flat Physical element Damage, and, if at least 1 point of non-Healing Damage is successfully dealt out of said quantity, said Charm recovery has a 5% chance of not occurring

Do It NOW!- (Passive Ability, Dominator) When possessor gives an action to one of possessor's pets or summons, said pet or summon is cured of Paralyzed, Fatigued, and Charm if possessor is wielding a Whip

Whip Wielding III- (Passive Ability, Dominator) Possessor gains +200 to all stats when an Whip is equipped and +200 Melee Attack, Melee Attack, and Melee Attack when an Whip is equipped

Hard to Disarm With an Whip- (Passive Ability, Dominator) Individuals below Level 20 may not unequip or steal possessor's equipped Whips without possessor's permission


Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.

Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped

Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.

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

Code Hack- (Technique Ability, Dragoon) Possessor may use 'Code Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.

Critical Hack- (Technique Ability, Dragoon) Possessor may use 'Critical Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +5% Critical.

Impact Hack- (Technique Ability, Dragoon) Possessor may use 'Impact Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.

Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped

Polearm Wielding II- (Passive Ability, Dragoon) +25 to all stats when a Polearm is equipped, +25 Melee Attack and +25 Magical Attack when a Polearm is equipped

Hack Mastery- (Passive Ability, Dragoon) Technique Abilities from the Dragoon class whose name includes 'Hack' 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.

Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.

Unified Knowledge of Spears and Polearms- (Passive Ability, Dragoon) Possessor may count Dragoon abilities possessor possesses as Lancer abilities (including for prerequisite purposes), Possessor may count Lancer abilities possessor possesses as Dragoon abilities (including for prerequisite purposes)



Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items

Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities

Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP

Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge

Bail Out!- (Passive Ability, Driver) If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns

Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack

Car Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name

Carriage/Buggy/Coach Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name

Chariot Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name

Truck Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have Truck in the name

Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats



Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area

Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP

Arctic Druid- (Passive Ability, Druid) Possessor gains 15% Ice Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Ice to any non-Fire-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Ice Resistance

Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf

Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements

Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats

Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP

Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements

Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present

Call Spirit Animals- (Passive Ability, Druid) Whenever possessor summons an Animal, possessor may give it a non-stacking buff that gives its possessor the subtype Spirit

Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects

Cave Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Cthonians that fall into the same categories (out of allies, pets, and summons)

Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus

Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped

Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present

Druidic Land Attunement: Swamp- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Swamp

Druidic Priest- (Passive Ability, Druid) Possessor may choose to cast non-unique Druid Magic spells as though they were Divine Magic spells instead of Druid Magic spells; Possessor may choose to cast non-unique Divine Magic spells as though they were Druid Magic spells instead of Divine Magic spells

Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor

Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus

Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest

Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements

Jungle Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Animals that fall into the same categories (out of allies, pets, and summons)

Lunar Druid- (Passive Ability, Druid) Possessor's allies who possesses the subtype Shapeshifter as well as the subtype Animal gain +500 to all stats as a non-stacking bonus, Whenever possessor is in a Natural Form transformation that is an Animal, possessor may choose to also count as a Shapeshifter, Possessor may choose to count as a Shapeshifter while in a Chronogeomantic Zone of Night if possessor has at least 5 Druid Magic spells equipped

Mountain Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain +200 CON and +5% Resilience

Mushroom Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Cthonian, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and a Cthonian

Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities

Plains Druid- (Passive Ability, Druid) Possessor's Animal pets and summons gain +5% To Hit against opponents who possess no Dodge bonus that comes from buffs

Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself

Replace Organs With Specialized Plant Growths- (Passive Ability, Druid) Whenever one of possessor's allies (including possessor) is afflicted with Wounded by a source that is not either 10 or more Levels greater than possessor or greater than Level 60, possessor may give said target a buff that causes its possessor to ignore the status effect Wounded from sources below Level 60 and that causes its possessor to gain the subtype Plant

Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor

Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.

Reweave Spells into Beasts- (Active Ability, Druid) Possessor may spend an action to remove a Druid Magic Spell that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon an Animal from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Spell drops from, Max 200 summoned

Sky Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Aerials that fall into the same categories (out of allies, pets, and summons)

Storm Druid- (Passive Ability, Druid) Possessor gains 15% Electrical Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Electrical to any non-Earth-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Electrical Resistance

Swamp Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Poison Resistance and 50% Diseased Resistance

Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast

Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.

Treestaff- (Active Ability, Druid) Possessor may spend an action to remove a Staff that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon a Plant from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Staff drops from, Max 200 summoned

Totemic Druid- (Passive Ability, Druid) At the start of each thread, possessor chooses an Animal from the Enemy List that is normally fightable for drops as an effect that is not a buff; Whenever possessor possesses one of said Animal as an ally, possessor obtains +2,000 to all stats

Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

Volcanic Druid- (Passive Ability, Druid) Possessor gains 15% Fire Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Fire to any non-Ice-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Fire Resistance

Wisdom of Nature- (Passive Ability, Druid) Possessor gains +200 MIN if a Plant, Animal, Aquatic, Aerial, or Cthonian is present



Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP


Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element

Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic

Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic

Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element

Infuse Spell Essence: 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: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements

Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic

Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic

Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic

Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element

Infuse Spell Essence: 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

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

Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater

Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds



Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped

Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats

Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped

Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped

Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation 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

Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped

Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats

Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats

Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats

Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats

Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped



Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.

Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.

Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.

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

Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver 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.

Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.

Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.

Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' 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.

Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.

Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.

Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.

Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.

Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.

Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.

Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.

Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped

Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.

Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.

Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.

Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.

Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.

Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.

Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.

Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.

Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.

Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.

Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.

Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.

Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.

Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.

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

Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 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

Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.

Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor

Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped

Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.



Basic Holy Form User- (Passive Ability, Exemplar of Benevolence) All holy Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0



Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack

Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense

Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense

Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack

Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic

Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast

Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast

Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack



Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids

Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids

Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid

Advanced Fluxoid Armament Mastery- (Passive Ability, Flux Baron) At the end of each action possessor takes that is not granted by this ability, possessor may use one equipped Fluxoid's ability as an action to a max of 10 times per round of battle

Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer

Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects

Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round

Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round

Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP

Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP

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

Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week


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 Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present

Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present

Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present

Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present

Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present

Strengthened Zonal Link: Zone of Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present

Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present

Strengthened Zonal Link: Zone of 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 Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology 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

Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present

Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present

Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present

Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present

Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance

Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast

Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast

Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night

Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight

Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night

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 Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less

Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor

Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped

Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped

Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor

Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR

Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped

Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped

Inbuilt Armor-Cannons- (Passive Ability, Gigas Knight) Possessor gains +6,000 Ranged Attack and counts as having two additional Guns equipped while possessor has a Grand Armor equipped

Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor

Scrap-Attracting Magnetic Fortification-Field- (Passive Ability, Gigas Knight) When possessor has a Grand Armor equipped, whenever a Robot, Machine, Clockwork, or Metal-element individual dies, possessor obtains +500 Defense as a buff that stacks 30 times that vanishes if possessor ceases to have a Grand Armor equipped

Mystically-Inscribed Armor Plates- (Passive Ability, Gigas Knight) Possessor may choose, upon entering a thread with a Grand Armor equipped or upon equipping a Grand Armor, to give said Grand Armor a non-stacking buff that does not stack across multiple different items that provides +500 Defense, provides +5% Resilience, and that gives any Armor that possesses it the element Magic

Remechanized Grip-Lock- (Passive Ability, Gigas Knight) Possessor may not have equipped weapons unequipped or stolen by opponents with a lower STR who are below Level 60 and not 20 or more Levels greater than possessor

Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor

Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor

Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points

Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP

Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets



Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost 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 Ice element.

Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.

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.

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.

Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%

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.

Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5

Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance

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.

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.

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.

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.

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.

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.

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.

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.

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.

Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky 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: Sticky.

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.

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.

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'.

Blitz 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 +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning 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 +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.

Code Shot- (Technique Ability, Gunner) Possessor may use 'Code 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 Technology element.

Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion 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 Technology element, and gains '15% inflicts Overload'.

Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost 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 Ice element.

Frigid Shot- (Technique Ability, Gunner) Possessor may use 'Frigid 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 Ice element, and gains '15% inflicts Frozen'.

Sleeting Shot- (Technique Ability, Gunner) Possessor may use 'Frigid 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, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.

Frozen Shot- (Technique Ability, Gunner) Possessor may use 'Frozen 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 +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.

Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow 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 Darkness element.

Umbral Shot- (Technique Ability, Gunner) Possessor may use 'Umbral 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 Darkness element, and gains '15% inflicts Voidstruck'.

Night Shot- (Technique Ability, Gunner) Possessor may use 'Umbral 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, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.

Black Shot- (Technique Ability, Gunner) Possessor may use 'Black 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 +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.

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

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.

Blitz 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 +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning 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 +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.

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'.

Aerial-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-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 Aerials and gains +25% Critical against Aerials.

Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-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 Aerials and gains +5% To Hit against Aerials.

Aerial-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-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 Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.

Alien-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Alien-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 Aliens and gains +25% Critical against Aliens.

Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-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 Aliens and gains +5% To Hit against Aliens.

Alien-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Alien-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 Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.

Animal-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Animal-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 Animals and gains +25% Critical against Animals.

Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.

Animal-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Animal-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 Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.

Aquatic-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-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 Aquatics and gains +25% Critical against Aquatics.

Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-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 Aquatics and gains +5% To Hit against Aquatics.

Aquatic-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-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 Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.

Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-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 Astral Beings and gains +25% Critical against Astral Beings.

Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-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 Astral Beings and gains +5% To Hit against Astral Beings.

Astral Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-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 Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.

Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-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 Coded Beings and gains +25% Critical against Coded Beings.

Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-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 Coded Beings and gains +5% To Hit against Coded Beings.

Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-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 Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.

Darkspawn-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-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 Darkspawn and gains +25% Critical against Darkspawn.

Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-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 Darkspawn and gains +5% To Hit against Darkspawn.

Darkspawn-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-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 Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.

Dragon-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-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 Dragons and gains +25% Critical against Dragons.

Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.

Dragon-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-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 Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.

Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-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 Horrors and gains +25% Critical against Horrors.

Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-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 Horrors and gains +5% To Hit against Horrors.

Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Horror-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 Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.

Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-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 Humans and gains +25% Critical against Humans.

Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-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 Humans and gains +5% To Hit against Humans.

Human-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Human-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 Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.

Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-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 Humanoids and gains +25% Critical against Humanoids.

Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-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 Humanoids and gains +5% To Hit against Humanoids.

Humanoid-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-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 Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.

Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-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 Insects and gains +25% Critical against Insects.

Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-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 Insects and gains +5% To Hit against Insects.

Insect-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Insect-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 Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.

Reptile-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-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 Reptiles and gains +25% Critical against Reptiles.

Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-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 Reptiles and gains +5% To Hit against Reptiles.

Reptile-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-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 Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.

Shapeshifter-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-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 Shapeshifters and gains +25% Critical against Shapeshifters.

Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-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 Shapeshifters and gains +5% To Hit against Shapeshifters.

Shapeshifter-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-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 Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.

Undead-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Undead-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 Undead and gains +25% Critical against Undead.

Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-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 Undead and gains +5% To Hit against Undead.

Undead-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Undead-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 Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.

Expert Gun Training- (Passive Ability, Gunner) The Ranged Attack bonus granted by up to one Gun weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Gun)


Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast

Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name

Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped

Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast

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

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

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

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

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)

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



Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet 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

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

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

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

Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear 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


Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element

Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical

Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical

Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical

Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical

Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats

Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff

Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring

Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical

Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points

Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus

Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)

Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


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

Guilassimo's Impaling Polearm Stance- (Stance Ability, Lancer) While this stace is active, Polearms may be used in place of Spears for Lancer Active abilities.

Bolt Thrust- (Technique Ability, Lancer) Possessor may use 'Bolt Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.

Bright Thrust- (Technique Ability, Lancer) Possessor may use 'Bright Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Light element.

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

Flame Thrust- (Technique Ability, Lancer) Possessor may use 'Flame Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.

Frost Thrust- (Technique Ability, Lancer) Possessor may use 'Frost Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.

Impairing Thrust- (Technique Ability, Lancer) Possessor may use 'Impairing Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains a 20% chance of inflicting Impaired.

Thrust Mastery- (Passive Ability, Lancer) Technique Abilities from the Lancer class whose name includes 'Thrust' 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.

Wind Thrust- (Technique Ability, Lancer) Possessor may use 'Wind Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Air element.

Charging Thrust- (Technique Ability, Lancer) Possessor may use 'Charging Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.

Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.

Javelain Throw- (Technique Ability, Lancer) Possessor may use 'Javelain Throw' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Spear is equipped. Said action counts the Melee Attack bonus of one equipped Spear as an equal Ranged Attack bonus.


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

Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target

Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.

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

Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds

Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped

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

Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated

Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack

Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated

Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped



Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance

Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats

Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats

Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats

Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP

Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP

Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP

Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points

Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points

Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes

Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

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

Illuminated Calling V- (Passive Ability, Lightbearer) Possessor's Illuminated summons may not be unsummoned by sources below Level 5


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.

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

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

Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped, This ability counts as also being the ability 'Watchmaker'/'Watch-Maker' for prerequisite purposes

Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped

Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped

Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped

Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped

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

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

Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' 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



Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.

Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.

League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.

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

Dual Orb-Wielding- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has two Orbs or a Orb that is a Weaponx2 equipped

Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points

Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped

Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped

Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element

Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.

Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped



Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.



Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0

Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name

Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats

Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP

Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats

Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name

Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name

Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name

Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats

My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs

This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self

Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities

Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff

Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff

Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor



Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 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 Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack

Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack

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

Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast

Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast

Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP

Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack

Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack

Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack

Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)

Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack

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

Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack

Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack

Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power

Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working

Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance

Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally

Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack

Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)

Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack

Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold


Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP

Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points

Basic Fangs and Claws Mastery- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks

Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP

Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately

Quick Transformations- (Active Ability, Metamorph) Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action

Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)

Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately

Transformed Comfort- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them

Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level

Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)

Form of Fox- (Stance Ability, Metamorph) +30 AGI

Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor



Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element

Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic

Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic

Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats

Apprentice Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic

Improved Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +1,000 to all stats while in a Zone of Psychic

Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff

Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring

Zonal Psychic Control- (Passive Ability, Mind Lord) Possessor may, at the start of each round, choose one Zone of Psychic 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

Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance

Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets

Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points

Apprentice Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 1,000 points

Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.

Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped

Air Guitar- (Passive Ability, Musician) Possessor may count as having an Air-element Instrument named 'Air Guitar' that provides +250 Magical Attack equipped if possessor has 2 empty Weapon slots

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

Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped

Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped

Rimshot- (Passive Ability, Musician) If possessor has an Instrument with the word 'Drum' or 'Cymbal' in its name equipped, possessor may increase the Confusion: Overcome by Laughter infliction chances of possessor's allies by 5%

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

Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped

Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' 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

Phantom Organmaster- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '60% inflicts Confusion: Fear' if possessor is an Undead and 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

Drop a Piano On Them!- (Technique Ability, Musician) Possessor may use 'Drop a Piano On Them!' in conjuction with a 'Ranged Attack' action so long as no other technique is used and possessor has an Instrument with 'Piano' in its name equipped. Said action gains +500 Melee Attack and a 20% chance of inflicting Fatigued: Stun.

Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped

Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped

Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped

Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped



Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense

Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped



Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions

Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack

Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped

Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time

Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect

Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped

Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round

Loaves and Fishes Replication Technique- (Technique Ability, Priest) Possessor may use 'Loaves and Fishes Replication Technique' in conjunction with a 'Metacombine' action so long as no other technique is used, possessor has at least three Divine Magic spells equipped, and only Food items worth under 500,000 Gold that are non-unique are used as part of said action. Said action targets all allies of its caster, not including its caster.

Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies

Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped

Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells

Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped

Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats

Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor

Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped



Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.

Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action

Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources

Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk

Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.

Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped

Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread

Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk

Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI

Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities

Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.



Accurate Scythe Use- (Passive Ability, Reaper) Possessor gains +1% To Hit when a Scythe is equipped

Dangerous Scythe Use- (Passive Ability, Reaper) Possessor gains +1% Critical when a Scythe is equipped

Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants

Improved Hexing Harvest- (Passive Ability, Reaper) Possessor's 'Hexing Harvest' technique has its chance of inflicting Hexed increased to 30%

Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance

Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.

Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.

Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.

Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.

Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.

Plant-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.

Prime-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.

Spirit-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.

Undead-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.

Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.

Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.

Outsider-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.

Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.

Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.

Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.

Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.

Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.



Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0


Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped

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

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

Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled

Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Requires: Basic Staff Training
Cost: 80,000 Gold, 2 Weeks

Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.

Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved

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

Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread

Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread

Transform Staff (Whirlwind)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a whirlwind that acts on its creator's first action each turn, the whirlwind, as an action, may initiate a Magical Attack that is solely Air element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 1% chance of moving its target to the front row, provided its target its under level 25, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the whirlwind is destroyed, the staff is removed from the thread, The whirlwind's creator may spend an action to turn it back into a staff and re-equip it, A whirlwind thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread, This ability cannot be used on cursed items (though such items cannot be unequipped normally anyway, thus making it rather hard to even attempt to)

Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped


Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast

Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20

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

Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast

Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped

Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN

Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN

Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space

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

Researcher- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN

Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped



Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.

Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.

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

Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes

Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move

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

Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired

Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped

Animate Shadow- (Passive Ability, Shadow Blade) Possessor gains +500 Melee Attack and counts as possessing an additional Umbral ally

Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities

Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives

Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.



Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air

Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial

Flying- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance

Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully

Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI

Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR

Advanced Carrier Bird Training- (Passive Ability, Skykeeper) When possessor trades an item to another individual within the same thread with Carrier Bird Trainer, then the individual who possessor trades the item to may immediately choose to unequip up to one item of the same subtype and then equip the transferred item, Possessor's Aerial pets and summons gain +10 AGI and +10 STR

Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI

Trainer of Mystic Messenger Birds- (Passive Ability, Skykeeper) Possessor may transfer a buff that could have originally been applied to the individual it is being transferred to had the individual it is being transferred to been presented when the buff was first applied with Carrier Bird Trainer instead of an item, Possessor's Aerial pets and summons gain +25 SPI

Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI

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



Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element

Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice

Apprentice Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice

Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice

Improved Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice

Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats

Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff

Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring

Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice 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

Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack

Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points

Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'

Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'

Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack

Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so

Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped

Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack

Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped

Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN

Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast

Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast

Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy

Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast


Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense

Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres

Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied

Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied

Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied

Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied

Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped

Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped

Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped

Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped

Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster

Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'

Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored


Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast

Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast

Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast

Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20

Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor

Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage

Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage

Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage

Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage

Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage

Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast

Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic

Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20

Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast


Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread

Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP

Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.

Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.

Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.

Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.

Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses

Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast

Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%

Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.

Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.



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

Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.

Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP

Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower

Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower

Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI

Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20

Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads

Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon



Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats

Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats

Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats

Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP

Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP

Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP

Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points

Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points

Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense

Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense

Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes

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



Basic Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Improved Acclimation to Animal Forms- (Passive Ability, Wildshaper) Possessor, while in a Natural Form transformation, gains 20% Confusion Resistance on rounds during which or directly after rounds during which possessor transformed into a Natural Form transformation

Increased Animal Fierceness- (Passive Ability, Wildshaper) Possessor's Natural Form transformations deal 50 additional Damage

Quick Prey-Animal Scampering Maneuvers- (Passive Ability, Wildshaper) If possessor's most recent action was a 'Switch Rows' action in which possessor moved to the back row, possessor gains +5% Dodge as a constantly-applied bonus from this ability (not a buff)

Tenacious Animal Forms- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats while their HP is below 50% of their Max HP

Cornered Animal Defenses- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats, deal 200 additional Damage, and gain +200 Defense while they are afflicted with a debuff that prevents them from leaving their current battlespace

Apprentice Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP



Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP

Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast

Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row

Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row

Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack

Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast

Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread

Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff

Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%

Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.

Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions

Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level

Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible

Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast

Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped

Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast

Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped

Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them

Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast

Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP

Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.

Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row

Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.

Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast

Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast




The Perfect Roulette Master (Passive Ability, Other: Unfettered One) Possessor's base stats are increased by 2

Forcibly Introduced to Massive Amounts of Unwanted Truth- (Passive Ability, Curse) Possessor cannot cast Illusion element spells, Illusion Magic spells, or Mystery element spells. Possessor cannot gain Illusionist or Unreality Coordinator abilities.



Abilities Lost From Sheet
That Boss-Form ability

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.
Code Impulse- (Technique Ability, Controller) Possessor may use 'Code 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 Technology element.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Deletion Impulse- (Technique Ability, Controller) Possessor may use 'Deletion Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
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.
Force of Self- (Passive Ability, Controller) +20,000 Melee Attack, +20,000 Magical Attack, +20,000 Ranged Attack, Wielder's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may use any single stat out of Strength, Agility, Constitution, Mind, and Spirit as their Prime Attribute
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped

Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Permitted to Battle Impossible Arbiter- (Passive Ability, Clearance) Possessor may fight the monster Impossible Arbiter for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Summons from the Impossible Courthouse' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos

Super Wardrobe-Shift- (Passive Ability, Superhero) Possessor may, at the start of any round, unequip and then equip any armors, Masks, Shoes, Hats, Boots, Helms, Wristwear, and/or Rings
Unrelenting Will- (Passive Ability, Other: Superhero) Possessor gains Confusion: Fear Immunity, Possessor may not be removed from battle without possessor's consent by individuals below Level 40

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
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
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
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

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*Amulet of Gingphatts- (Accessory, Amulet, Destruction & Warding & Fate, 2,000,000,000 Gold) +2,000,000 CON, +20,000,000 HP, Wielder's actions may use Constitution as their Prime Attribute, Wielder's actions use twice the designated stat as their Prime Attribute as a non-stacking effect if they are using Consitution as their sole Prime Attribute, Wielder's Melee Attack capping is based on Constitution, Wielder's Melee Attack capping uses twice the relevant stat as a non-stacking effect if it is using Constitution as the sole relevant stat, Wielder may perform a 'Powerful Attack' action up to 5 times per round as a counter to an offensive action that targets wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Warlord Knowledge' or 'Expert Hammer Training'

*Double-Faced Hammer of Gingphatts the Unstoppable- (Weapon, Hammer, Destruction & Fate, 2,500,000,000 Gold) +2,500,000 Melee Attack, +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, +250,000 Defense against Constitution Damage, Wielder's turn-order-determining stat becomes Constitution, Wielder's Prime Attribute for 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions becomes Constitution, Wielder's per-item Melee Attack bonus capping becomes based on Constitution and uses double the relevant stat as a non-stacking effect, Wielder may ignore the Resistances, Immunities, and Absorptions of entities below Level 80 when conducting attacks that use Constitution as a Prime Attribute, Wielder may break any non-unique items wielded by the targets of wielder's attacks that use Constitution as a Prime Attribute that are worth 250,000,000 Gold or less, Wielder must be Level 60 or greater and must possess either the ability 'Expert Hammer Training' or 'Expert Force Magic Attunement'

*Gingphatts Gigaplate- (Armor, Grand Armor, Warding & Earth & Physical, 2,000,000,000 Gold) +2,000,000 Defense, +2,000,000 Melee Attack, +2,000,000 CON, +20,000,000 HP as a non-stacking effect, 162% Resilience, +162% Reslience, Wearer's Resilience cannot be ignored by sources below Level 99, Wearer's Defense cannot be pierced by sources below Level 99, Damage dealt to wearer by counters by sources below Level 80 is halved, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must possess the ability 'Expert Grand Armor Mastery' or 'Expert Warding Synchronization'

*Crest of Gingphatts- (Accessory, Other: Elder Symbol, Warding, 2,500,000,000 Gold) +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, Wielder is Immune to CON Damage, Wielder gains Stat Drain: CON Drain and Stat Drain: HP Drain Immunity, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Runescribe Proficiency'



*Final Decision- (Weapon, Gun, Formus & Destruction, 2,500,000,000 Gold) +2,500,000 Ranged Attack, 60% inflicts Instant Death, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions apply a non-stacking debuff that causes their targets' next Tier 1 or Tier 2 Nonbase element action to have a 50% chance of failing if its performer is below Level 99, Wielder's counters deals double Damage (to a max of 250,000,000 additional Damage per round), Wielder must be Level 60 or greater and must possess either the ability 'Expert Gun Training' or 'Expert Thief Arts Attunement'

*Orietzev Executive Suit (Custom Tailored for Vladimir)- (Armor, Clothes, Darkness & Technology, 2,500,000,000 Gold) +2,500,000 Defense, +25,000,000 HP as a non-stacking bonus, Venom Immunity, Moderate Status Effect Immunity against sources below Level 99, Wielder gains +2,500,000 uncapped Defense against sources with less Gold than wielder, Wielder must be Level 60 or greater and must possess either the ability 'Expert Clothing Mastery' or 'Expert Hypertech Attunement'

*Orietzev Signet Ring: Vladimir- (Accessory, Ring, Blood & Wealth & Glory, 2,500,000,000 Gold) +2,500,000 to all stats, +160% Critical, +160% Dodge, +160% To Hit, Wielder's actions may not be prevented by sources below Level 95, Buffs and debuffs with wielder as a source may not be removed by sources below Level 80 without wielder's permission, Wielder's actions and buffs and debuffs with wielder as a source cannot be replicated by sources below Level 80 without wielder's permission, Wielder must be Level 60 or greater and must possess either the ability 'Expert Blood Synchronization' or 'Expert Wealth Synchronization'

*Homeworld Resource Contract Portfolio- (Accessory, Book, Wealth & Law & Fate & Spatial & Knowledge, 2,500,000,000 Gold) +25,000,000 MP as a non-stacking bonus, Wielder may, at the end of each round, wielder may replicate replicate the effect of any ability performable by a entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Wielder must be Level 60 or greater and must possess either the ability 'Expert Contingency Magic Attunement' or 'Expert Book Training'


*Galaxy's Crucible- (Weapon, Staff, Fire & Astral, X Gold) +(Wielder's Spirit x 4) Magical Attack, (Wielder's Level x 2)% Critical, +(Wielder's Level x 2)% Critical, Wielder's Base SPI is doubled while wielder is attacking, Damage dealt by wielder may become solely Fire element, Wielder's actions may become solely Fire element, Wielder's cap-determining stats are doubled as a non-stacking effect, Wielder ignores the Resistance, Immunity, Reflection, and Absorption of Fire, Wielder ignores the ignoring of wielder's ignoring the Resistance, Immunity, Reflection, and Absorption of Fire, Wearer's per-item Magical Attack bonus cap becomes 4x the relevant stat, Damage dealt by wielder cannot be healed by sources below wielder's Level, Wielder may spend an action to destroy all Zones, Terrains, and Phantom Terrains, Wielder's attacks that incorporate wielder's Magical Attack bonus may gain '1 hit against all opponents', Wielder reflects debuffs that would reduce wielder's Level, Level Damage, and Level Drain, Wielder's Defense is multiplied by .0125, Wielder may inflict Instant Death and Smitten: Great Atrocity on Aliens when they are summoned, This item additionally possesses the subtype Wand, Wielder must possess the award 'Scourge of the Alien Wars' or the award 'Defeated General Redscar in One-on-One Battle'


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Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii
Defeated The Perfect Man in the Megaquest Crisis Across Infinite Nexii
Defeated Gingphatts the Unstoppable in the Megaquest Crisis Across Infinite Nexii
Defeated Vladimir Orietzev in the Megaquest Crisis Across Infinite Nexii
Defeated General Redscar in One-on-One Battle
Valiantly Fought The Enemy in the Crisis Across Infinite Nexii
Defeated by The Enemy, but Performed Well Enough to Allow His Allies Survival through William Senior







Volatilis gets:



100,000,000 Gold
2 Fame

30 Reality Auditor weeks

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Adept Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level - 10) if possessor has a Clipboard equipped, Clipboard weapons equipped by possessor can provide an additional +100,000 Magical Attack before capping, Clipboard Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +5,000 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Clipboard



Abilities Lost From Sheet

Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100

Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round

Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')



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Lizard Titan Doom-Hostess's Ruinous Comb- (Weapon, Tool, Destruction & Color & Tacky, 450,000,000 Gold) +450,000 Melee Attack, Damage wielder deals may not be healed by sources below Level 80 that are not 5 or more Levels greater than wielder, Wielder may spend an action to convert any stat, HP, or MP bonus from all stacked instances of a buff from a source below Level 80 that are present on a target entity into an equal penalty that seperates the bonus from said buff and places the converted penalty into a seperate debuff that stacks 5 times across all debuffs created by this item, regardless of their original buff source, Wielder must be Level 60 or greater


Titantic Hostess's Shifting Wardrobe- (Armor, Clothes, Color & Tacky & Flux, 450,000,000 Gold) +450,000 Defense, +450,000 to all stats, +4,500,000 HP, Wielder may become any combination of (base elements, Color, Tacky, and Flux) element at the start of any action as a non-stacking buff, Wielder may make this item any combination of (base elements, Color, Tacky, and Flux) at the start of any action as a non-stacking buff that sits on this item but takes a buff slot of this item's wielder to be carried between battles, Wielder must be Level 60 or greater

IcEE LyZarD BUK$- (Item, Antiquity, Currency, Chaos & Acid & Rot & Madness & Ice, 2,333,333,333 Gold)


Lost Items

Fabulous Treasure-Generating Solar System Artifact-Drop-Substitution System wrote:
8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)

Progress-Infused Solar System of Fortune and Chance wrote:
8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)

(These two have already been taken care of)


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Loses: Great Treasure Fateweaving


Purchased a Mid-Tier 860,000,000 Gold Non-Damaging, Non-Offensive, Anti-Spying-and-Manipulation Package Against Lili Von Mion from Bascaradine (with an Additional Pre-Recorded Polite Message Explaining that her Influence is Being Blocked to Prevent Such) Before the Crisis Across Infinite Nexii
Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii
Broke Free from the Crisis Across Infinite Nexii in an Ice Cream Truck






Census of the Universe gets:

Granted by scanning Mirian Tallyn during the Crisis Across Infinite Nexii, while she was Level 76 and a Human:
Special Delivery!- 190,000 Damage, This action gains +152% To Hit, This action counts as involving a Polearm weapon, Caster removes a debuff from a source below Level 86 present on caster or one of caster's allies and replicates an instance of it onto target, Sonic & Commerce, 13,302,108 MP

Granted by scanning Das Puzzle Deathwhale Thingie during the Crisis Across Infinite Nexii, while it was Level 86 and an Abstract:
Jigsaw World- All of caster's opponents below Level 79 are afflicted with Petrified, All of caster's opponents below Level 86 have an 80% chance of being afflicted with Petrified, These instances of Petrified may be cured by an individual whose MIN is greater than caster's CON spending five actions to cure an instance of it, These instances of Petrified add the prefix 'Jigsaw Puzzle of ' to their possessor's name and give their possessor the subtypes Antiquity and Golem, Chaos & Flux, 42,430,620 HP

Granted by scanning Shannon during the Crisis Across Infinite Nexii, while she was Level 80 and a Human:
Round-on-the-House Roundhouse Kick- 190,000 Damage, Caster replicates a Temporary instance of a Drink consumable worth under 400,000,000 Gold that is in stock in the shop and has a chance of inflicting Poison: Drunk and uses it on this action's target, Water & Physical, 14,200,301 MP

Granted by scanning Ekhtero Esh during the Crisis Across Infinite Nexii, while he was Level 81 and a Human & Outsider:
Soul Polishing- Caster gains +800,000 stat points, divided between caster's stats as caster desires, Caster becomes Immune to major negative status effects from sources below Level 81, Buffs on caster with caster as a source cannot be removed by sources below Level 80, Caster gains +160% Dodge against entities who do not possess the subtype Emissary, Endbringer, or Archon, Does not stack, Universe, 20,000,000 MP

Granted by scanning William Senior during the Crisis Across Infinite Nexii, while he was Level 78 and a Humanoid & Monster:
Wind Up- Caster's next attack deals double Damage (to a max of 57,633,696,000 additional Damage) to target individual below Level 88, All of caster's opponents immediately gain 10 actions, to a max of 2,000 additional actions per entity per round, Stacks 200 times, Physical & Time, 0 MP


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Loses:
Spirit in the Census- Possessor gains an additional action each round, during which possessor gains the subtype Mech, Constant Effect

---------------------------------------------------------------


Used to Contain a Fake Leodranthis
(Switched for 'Contains a Fake Leodranthis')




Aeon Diadem gets:

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +377,600 to the stat that determines wielder's turn order, 4 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 240 rounds under the normal rules for delaying actions, 40% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +376,100 Defense against Time, +376,790 AGI, +376,000 SPI, +312,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 240 higher or up to 240 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +384,200 additional Magical Attack, Wearer may not be forced by sources below Level 99 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects

Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +377,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, 40% Time Resistance, +371,900 Defense against Time, +372,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed or at the time the action is performed, Wielder has a 65% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 99 for 24 rounds, with this effect not stacking with itself or with identically worded effects from other items or abilities, Time-element spells cost wielder 3,750,000 less MP to cast, Wielder's Chronomancy summons gain +37,000 to all stats as a non-stacking effect that is present on this item, Chronomancy spells cost wielder 3,850,500 less MP to cast, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 80 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action




Lost Loot

Herein lies the list of stuff (fancy or otherwise) picked up as loot in the Megaquest but lost during it, for the purposes of Shop-entries and potential turning-up-later:



Automated Geodecoration- (Passive Ability, Geomancer) At the start of each round, possessor may change the elements of any zone that is a combination of base elements to any other combination of base elements, provided it was not created by a source that is Level 99 or greater or that is 10 or more Levels greater than possessor



*Hammer of Aeons- (Weapon, Hammer, Fire & Time & Glory & Flux, 1,000,000,000 Gold) +1,000,000 Melee Attack, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects

*Forge of Aeons Forge-Tools- (Item, Antiquity, Fire & Time & Glory & Flux, 1,000,000,000 Gold)









Notes/Issues


Holy Imperial Seals of Triumph (and their pieces) do not yet exist. Neither does the full Holy Imperial Seal of Glory. Extrapolated statblock, given each level doubles in value:

1/12 Holy Imperial Seal of Triumph- (Item, Antiquity, Universe, 96,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

Holy Imperial Seal of Triumph- (Item, Antiquity, Universe, 96,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

Re: Megaquest: Crisis Across Infinite Nexii

Posted: Sat Aug 29, 2020 1:03 am
by Aeromage
Everything from the Summary here has been updated or checked to have been updated to the various Shops, Sheets and Suchlike.


-Updated, Moved and Locked-