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Prince Charming 'val Charmingston XXVIII

Posted: Mon Jun 01, 2020 7:55 pm
by Modrageball
Prince Charming 'val Charmingston XXVIII (JTL9000)
Level 59
Fae, Earth
HP- 19,100
MP- 17,350
STR- 295 (5)
AGI - 944 (16)
CON- 764 (10)
MIN- 694 (11)
SPI- 1,295 (16)
XP- 150,515,413
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 83
Gold- 2,037,388,496
Bonus Weeks: 182, 1 Advisor, 1 Alienist, 3 Architect, 1 Artificer, 1 Assassin, 2 Astronomer, 3 Auramancer, 1 Bard, 1 Beast Master, 1 Biomancer, 1 Blight Druid, 3 Botanist, 1 Captain, 1 Champion of the Upper Realms, 1 Channeler, 5 Combatant, 1 Conjurer, 2 Crafter, 1 Crusher, 1 Cyberneticist, 5 Dancer, 1 Deathless One, 3 Defender, 1 Delver of the Forbidden, 1 Demonologist, 3 Diabolist, 1 Diviner, 3 Dragoon, 1 Driver, 3 Evermason, 1 Flux Baron, 2 Gentleman Assassin, 2 Geomancer, 2 Gigas Knight, 5 Glyph Mage, 1 Gunsligner, 1 Heavenly Protector, 31 Healer, 1 Heir to the Future, 1 Illusionist, 1 Keeper of the Depths, 1 Lancer, 1 Lightbearer, 1 Mad Scientist, 1 Magus, 2 Master of Monsters, ` Matrix Keeper, 1 Mechanist, 2 Mech Jockey, 2 Medium, 2 Merchant, 2 Metamorph, 2 Mind Lord, 1 Monk, 1 Mountain King, 2 Necromancer, 1 Ninja, 1 Pactmaker 3 Power Trooper, 1 Prophet of the Brightest Heavens, 1 Prophet of the Darkest Abysses, 1 Protector, 1 Puppet Master, 2 Reality Arranger, 1 Rider, 3 Ritualist, 2 Roboticist, 4 Rune Mage, 1 Seakeeper, 1 Seer, 3 Shaman, 3 Shrine Maiden, 1 Sigil Tracer, 1 Skykeeper, 2 Smith, 3 Snow Queen, 1 Soldreidrethanoi, 1 Spy, 1 Summoner, 1 Swordsman, 2 Technomancer, 1 Transmuter, 2 Veilwalker, 1 Vermin Master, 1 Walker from Beyond, 1 Warlord, 1 Warrior, 2 Wildshaper, 4 Wind Duke, 1 Wizard
Will learn:

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Fortify Body
Overdrive

Arcane Vizier
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element

Bard
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast
Bardic Prodigy's Inherent Talent- (Passive Ability, Bard) All Bardic Music spells last 1 additional turn and cost 10 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Flowery Lyrics- (Passive Ability, Bard) Possessor's actions that involve casting a Bardic Music spell may gain '10% inflicts any one minor positive status effect'
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
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
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.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
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 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%
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
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' 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.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Told 1,001 Stories By A Beautiful Storyteller- (Passive Ability, Bard) When possessor acquires this ability, it tracks when it was obtained, for each week after said point in time that passes, to a max of 1,001 weeks, possessor gains a bonus week that may be used only on abilities for a randomly chosen base class [4/10/2015 - 140 Weeks Gained (Gains new weeks on Sundays)]
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

Blazing Sultan
Absorb Fire- (Passive Ability, Blazing Sultan) Possessor Absorbs Fire against sources below Level 20 if Level 20 or greater
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Soul- (Passive Ability, Blazing Sultan) Possessor gains +1,000 SPI if possessor is Fire element
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Blazing Wisdom- (Passive Ability, Blazing Sultan) Possessor gains +50,000 MP if possessor is Fire element
Breathe Lava- (Passive Ability, Blazing Sultan) +5,000 Ranged Attack, Possessor's 'Ranged Attack' actions may gain '30% inflicts Burning and 5% inflicts Burning: Igneous'
Call Forth the Living Fire- (Active Ability, Blazing Sultan) Possessor may spend an action to summon 5 Elementals that are Fire element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Emanate Fire- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element Damage to up to 10 targets
Empowered By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fire
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
Fire Battle-Aura- (Stance Ability, Blazing Sultan) Possessor deals 10,000 Flat Fire element Damage to each opponent at the start of each round
Fire Immunity- (Passive Ability, Blazing Sultan) Possessor gains Fire Immunity against sources below Level 20 if Level 20 or greater
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +2,000 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +1,000 to all stats while in a Zone of Fire
Nourished By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fire
Unified Knowledge of Fire and Suns- (Passive Ability, Blazing Sultan) Possessor may count Blazing Sultan abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes)

Blessing
Ability Seed- (Passive Ability, Blessing) Generally does something when used in a combo
Access Higher Self (Charming)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Charming's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Charming's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Charming's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Charming's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Access Higher Self (Charming, Level 40 Version)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Charming's Higher Self (Level 40 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Charming's Higher Self (Level 40 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Charming's Higher Self (Level 40 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Charming's Higher Self (Level 40 Version) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor

Chef
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
Snobbish Drinker- (Passive Ability, Chef) Possessor's offensive actions may gain 'Removes all Drink buffs on target that are from sources below Level 60', Possessor may choose to not be afflicted with status effects that come from sources that are Drinks that are worth under 50,000,000 Gold provided said sources are below Level 60 or are willing (with said willingness being chosen by the user of a Drink if said Drink is a Consumable used by an entity)
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

Dancer
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Graceful Under Pressure- (Passive Ability, Dancer) Whenever a source below Level 60 inflicts a minor or moderate negative status effect or debuff, there is a 25% chance that possessor may choose to be cured of a different minor or moderate negative status effect or debuff from a source below Level 60 that possessor possesses
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

Diplomat
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Dazzling Smile- (Passive Ability, Diplomat) Possessor may choose at the start of each round to have a 30% chance of inflicting Charm, Charm: Impressed, or Impaired: Blind: Constant Glare on any one target
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Ibodians Find Me Charming- (Passive Ability, Diplomat) Possessor's Charm infliction chances against Aliens whose name includes 'Ibodian' are increased by 5%
Incredibly Charming- (Passive Ability, Diplomat) Possessor's chances of inflicting Charm are increased by +30%
Irresistable Smile- (Passive Ability, Diplomat) Possessor ignores the Charm Resistance and Immunity of targets below possessor's Level that are below Level 40, provided that possessor is above Level 20
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item"
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
True Leader's Blood- (Passive Ability, Diplomat) Possessor's pets and summons may not be afflicted with Charm by individuals below Level 80 who are below possessor's Level
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor

Elemental Researcher
Basic Cute Pets Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if Cute Pets element, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Elemental Stability-Focus of Cute Pets - (Passive Ability, Other: Elemental Researcher) Cute Pets is always Manifested while possessor is present and cannot be de-manifested, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Meditative Assumption of Cute Pets- (Passive Ability, Other: Wondergroomer) Possessor may choose, at the beginning of a thread, to become solely Cute Pets element, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Puppy Dog Eye Attack- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Puppy Dog Eye Attack' in conjunction with a 'Magical Attack', 'Snipe' or 'Cast a Spell' action. Said action gains '40% inflicts Impaired: Mute: Can Only Make A Joyful 'Squeeeeeeee!' Noise', This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Puppy-Laser Eyebeams- (Passive Ability, Other: Elemental Researcher) Possessor may deal 60,000 Flat 'Cute Pets' element Damage to each opponent at the start of each round, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Supreme Kitty Friskiness- (Passive Ability, Other: Elemental Researcher) If possessor is Cute Pets element, Possessor obtains Confusion: Depression Immunity, Agility may become wielder's turn-order-determining stat and possessor's Charm infliction chances are increased by 30%, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Suuuuuupercute Pet Grooming Techniques- (Passive Ability, Other: Elemental Researcher) Possessor's pets' actions may gain '30% inflicts Charm' or have their Charm infliction chances increased by 15%, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional

Eternal Champion
Absorb Hope- (Passive Ability, Eternal Champion) Possessor Absorbs Hope against sources below Level 20 if Level 20 or greater
Adept Hope Synchronization- (Passive Ability, Eternal Champion) Amounts of Hope element Damage possessor deals are increased by 10,000 points, Hope element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Hope element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 5% Hope Resistance
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +100 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Defenses that Utilize Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense if possessor has any Hope-element items equipped that provide a Defense bonus
Empowered By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Hope
Expert Hope Synchronization- (Passive Ability, Eternal Champion) Hope element Damage dealt to possessor (not including healing) is halved, Hope element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Hope element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 25,000 points
Hope Immunity- (Passive Ability, Eternal Champion) Possessor gains Hope Immunity against sources below Level 20 if Level 20 or greater
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope
Improved Defenses that Utilize Hope- (Passive Ability, Eternal Champion) Possessor gains +2,000 Defense if possessor has any Hope-element items equipped that provide a Defense bonus
Improved Hope Elemental Emanation- (Passive Ability, Eternal Champion) Possessor's 'Call Forth the Living Hope' ability may summon entities up to Level 20
Improved Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 10% Hope Resistance
Improved Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +250 to all stats
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +1,000 to all stats while in a Zone of Hope
Improved Zonal Hope Empowerment- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Hope
Meditative Assumption of Hope- (Passive Ability, Eternal Champion) Possessor may choose, at the beginning of a thread, to become solely Hope element
Nourished By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Hope
Nullify Hope- (Passive Ability, Eternal Champion) Possessor may remove the element Hope from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Hope-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Hope-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Hope from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Hope- (Passive Ability, Eternal Champion) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Hope- (Passive Ability, Eternal Champion) Possessor gains 5% Overwhelmed Resistance
Reflect Hope- (Passive Ability, Eternal Champion) Possessor Reflects Hope against sources below Level 20 if Level 20 or greater
Unified Knowledge of Light and Hope- (Passive Ability, Eternal Champion) Possessor may count Eternal Champion abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Eternal Champion abilities (including for prerequisite purposes)
Uplifted By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Hope
Zonal Hope Control- (Passive Ability, Eternal Champion) Possessor may, at the start of each round, choose one Zone of Hope that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Friendship
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Connection to the Essence of the Sun Queen Selereth Helios- (Passive Ability, Friendship) Possessor gains +50,000 MP, Possessor gains +300 to all unmodified stats if Light element or a Solar Being, Possessor's Solar Being summons that are below Level 100 are never uncontrolled, Possessor counts as 1 Level higher for the purpose of equipping Solar Being pets and summons, as well as for the purpose of determining what Solar Being summons possessor can summon, to a max of Level 79, Has RP effects
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Alrick- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Alrick Slizer', Whenever possessor heals an individual named 'Alrick Slizer' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Alrick Slizer'
Good Friend of Tia- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Tia Telaria', Whenever possessor heals an individual named 'Tia Telaria' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Tia Telaria'
Good Friend of Zeo- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Zeo', Whenever possessor heals an individual named 'Zeo' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Zeo'
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Member of Alrick's Brigade- (Passive Ability, Friendship) Possessor gains +100 to all stats if any of possessor's allies have the ability 'Member of Alrick's Brigade'

Luminary
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Celestial Magic Casting I- (Passive Ability, Luminary) Celestial Magic spells cost possessor 20 less MP to cast
Celestial Magic Casting II- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast
Cleansing Healing- (Active Ability, Luminary) This character may use Cleansing Healing in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would heal, it instead deals damage to Undead, Demons, Devils, Daemons, and Darkspawn.
Focused Celestial Magic Casting- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Celestial Magic
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
Improved Benevolent Spell- (Technique Ability, Luminary) Possessor may use 'Benevolent Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Celestial Magic as part of said action. If said spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 2,000,000 Gold, it does not have said negative effects.
Pure Spirit- (Passive Ability, Luminary) Possessor gains +300 Defense against SPI Damage, +200 SPI, and 15% Stat Drain: SPI Drain Resistance
Purifying Spell- (Active Ability, Luminary) This character may use Purifying Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. The spell gains a 20% chance of curing any one minor status effect.
Radiant Wings of Holy Magic- (Passive Ability, Luminary) Possessor gains 20% Earth Resistance and +120 AGI for the remainder of each round possessor casts a Celestial Magic spell and the duration of the next round
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI

Merchant
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month [March]
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

Monk
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Mr. Purple- (Passive Ability, Monk) Possessor gains +500 unmodified SPI, Possessor gains +50,000 HP, Possessor is immune to SPI Damage from lower Level sources that are below Level 100, Possessor may inflict Charm or Charm: Lovestruck on up to 5 opponents that are no more than 19 Levels greater than possessor at the start of each round
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.

Mountain King
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element

Musician
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Blart!- (Active Ability, Musician) Possessor may use Blart! in conjunction with a Ranged Attack, so long as no other technique is used and an Instrument is equipped. Possessor gains +60 Ranged Attack, gains a 15% chance of inflicting Confusion with this attack, and cannot inflict other status effects or buffs with this attack
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Can Play the Kazoo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Kazoo' in its name equipped
Combat Flute Use- (Passive Ability, Musician) Possessor gains +200 Melee Attack if possessor has an instrument with 'Flute' or 'Lute' or 'Recorder' in its name equipped; said bonus increases to +1,000 and becomes an uncapped, nonstacking bonus for purposes of offensive actions targetting only individiuals afflicted with Fatigued: Stun
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Horrifically Annoying Cacophany- (Passive Ability, Musician) If possessor has an instrument equipped, at the end of each round, each of possessor's opponents that is below Level 40 that did not target possessor with an offensive action during said round gains -200 to all stats as a debuff that stacks 10 times.
Instrument Wielding I- (Passive Ability, Musician) +5 to all stats when a Instrument is equipped
Instrument Wielding II- (Passive Ability, Musician) +25 to all stats when a Instrument is equipped, +50 Magical Attack when a Instrument is equipped
Miniature Instrument Use- (Passive Ability, Musician) If possessor has a Weaponx.5 equipped that is an Instrument, possessor gains +1,000 Magical Attack and possessor's 'Magical Attack' actions may gain '30% inflicts Confusion: Depression'
Stunning Note- (Technique Ability, Musician) Possessor may use 'Stunning Note' in conjunction with a 'Magical Attack' action if possessor has an Instrument equipped and no other technique is used. Said action gains '60% inflicts Fatigued: Stun'.

Noble
Fairytale Prince- (Passive Ability, Other: Noble) Possessor gains +2 Fame, may summon 1 Human below Level 40 that is normally fightable for drops on the Enemy List who is 5 or more Levels below possessor at the start of each round, and gains '30% may inflict Charm'
In the Good Graces of the Court- (Passive Ability, Noble) Possessor obtains +100 to all stats for each Nobility element ally possessor possesses (to a max of 200 such allies)

Radiant Hierophant
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Light
Expert Light Synchronization- (Passive Ability, Radiant Hierophant) Light element Damage dealt to possessor (not including healing) is halved, Light element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Light element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Nullify Light- (Passive Ability, Radiant Hierophant) Possessor may remove the element Light from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Light-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Light-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Light from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Unified Knowledge of Light and Suns- (Passive Ability, Radiant Hierophant) Possessor may count Radiant Hierophant abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes)
Uplifted By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Light
Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Sage
♢Staff-Charge- (Passive Ability, Sage) When possessor casts a Wizard Magic spell that possesses a Magical Attack bonus, possessor may add the Magical Attack bonus of one equipped staff to said bonus (with capping still being obeyed)

Scholar
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

Seer
♢Archmage's Mystic Defenses- (Passive Ability, Seer) Possessor's per-item Defense capping may be based on 2*Spirit instead of 2*Constitution if possessor is wearing a Robe and has at least 3 Wizard Magic spells equipped

Sun Duke
Acclimation to Suns- (Passive Ability, Other: Sun Duke) Possessor gains 10% Light Resistance, 10% Fire Resistance, 40% Burning Resistance, 40% Awestruck Resistance, and 40% Impaired: Blind Resistance, Has RP Effects
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Apprentice Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
As a Sun Hangs Unharmed Within the Void- (Passive Ability, Other: Sun Duke) Possessor's 'Solar Being Traits' ability does not provide possessor with a Darkness Weakness
Assumption of the Essence of the Solar Being- (Passive Ability, Other: Sun Duke) Possessor may, at the beginning of a thread, choose to become the subtype Solar Being
Aura of the Soothing Sun- (Passive Ability, Sun Duke) Possessor's Solar Being allies Regenerate 50,000 HP per round
Aura of the Wrathful Sun- (Passive Ability, Sun Duke) Possessor' may deal 50,000 Flat Fire & Light element damage to each opponent who is not a Solar Being at the start of each round
Basic Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor Solar Being pets and summons gain +200 to all stats
Blinding Blood- (Passive Ability, Other: Sun Duke) Possessor has a 30% chance of inflicting Impaired: Blind on any individual who inflicts damage on possessor
Empowered by Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun
Eyes of Pure Light- (Passive Ability, Sun Duke) Possessor, if a Solar Being, may gain a 30% chance of inflicting Charm: Impressed, Awestruck, Impaired: Blind, or Hexed: Outlined on any one target at the start of any round, Possessor's stat-scanning attempts are automatically successful against targets below Level 40 if possessor is a Solar Being, Possessor, if a Solar Being, may, once per target per thread, inflict Awestruck upon any individual whose stats are successfully scanned by possessor
Formshift: Solar Being- (Stance Ability, Other: Sun Duke) Possessor's subtype becomes Solar Being
Light-Absorbing Form- (Passive Ability, Sun Duke) Possessor, if Level 20 or greater and Light element, Absorbs Light from sources that are below Level 20
Mastery of Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun, Possessor's Solar Being pets and summons gain +200 to all stats if the Terrain or Phantom Terrain is Sun, Possessor cannot be negatively affected by effects attached to Terrains or Phantom Terrains that are Sun, provided said effects come from sources below Level 40
Radiant Aura- (Passive Ability, Sun Duke) Possessor's Solar Being allies gain +400 to all stats
Radiant Grace- (Passive Ability, Sun Duke) If possessor is a Solar Being, possessor gains +2,500 AGI and 35% Dodge, and +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Whenever possessor is a Solar Being and performs a 'Switch Rows' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed on up to 3 targets
Shining Sunbeast Shadow- (Passive Ability, Other: Sun Duke) Possessor may summon 1 Solar Being below Level 60 who is below possessor's Level that is normally fightable for drops on the Enemy List at the start of every round, Max 15 summoned
Solar Acclimation- (Passive Ability, Other: Sun Duke) Possessor gains 5% Light Resistance
Solar Being Traits- (Passive Ability, Other: Sun Duke) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Solar Being. Possessor gains 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor and 300% Darkness Weakness so long as possessor is an Solar Being.
Solar Phoenix Essence- (Passive Ability, Other: Sun Duke) Once per thread, when killed by a source below Level 85 (excluding instances where possessor is killed by Darkness element Damage, Stat Damage, or actions), possessor may resurrect, regenerate 5,000,000 HP, regenerate 5,000,000 MP, and gain the subtype Solar Being as a buff
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) Possessor gains the ability:
Ultraviolet Sunbeam Gaze- 20,000 Damage, 30% inflicts Poison: Irradiated, This action's Prime Attribute is Spirit, Atomic & Light, 30,000 MP

Superhero
Shield Allies with Energy Force Field- (Passive Ability, Other: Superhero) Possessor's allies, not counting possessor, gains +(100 * Possessor Level, to a max of +6,000) Defense as a non-stacking effect

Walker from Beyond
Flamingo Mind-Defenses- (Passive Ability, Walker From Beyond) Possessor may not take MIN Damage from sources below Level 60, 35% Psychic Resistance, 15% Chaos Resistance
Has Incorporated a Portion of the Flamingo Problem Into His Mana Pattern- (Passive Ability, Walker From Beyond) If possessor is Level 79 or greater, possessor may, once per round, immediately after possessor's first action of the round, replicates the effect of any ability performable by 'The Flamingo Problem' from the Enemy List (even if it is marked as not normally being fightable for drops) as though said enemy were performing said ability
Superior Problematic Flamingo Synchronization- (Passive Ability, Walker from Beyond) If possessor is Level 59 or greater, possessor may, once per thread, immediately after possessor's first action of a round, replicates the effect of any ability performable by 'The Flamingo Problem' from the Enemy List (even if it is marked as not normally being fightable for drops) as though said enemy were performing said ability

Warrior
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped

Wizard
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
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard 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 Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic 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
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 Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
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%
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Active Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Can Frighten and Impress People By Loudly Chanting Arcane Formulae- (Passive Ability, Wizard) Possessor's 'Magical Attack', 'Overdrive', 'Cast a Spell', and 'Use an Item' actions may gain 10% inflicts Charm: Impressed or Confusion: Fear
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
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
Destructive Spell- (Technique Ability, Wizard) Possessor may use 'Destructive Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a spell with a Magical Attack bonus is cast as part of said action and so long as possessor is Level 40 or greater. Said action gains +18,000 Magical Attack and a 1% chance of inflicting Devestated.
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
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
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Heavy Collision- (Technique Ability, Wizard) Possessor may use 'Heavy Collision' in conjunction with an 'Overdrive' or 'Ranged Overdrive' action so long as no other technique is used and possessor is casting a unique Wizard Magic spell called '*Gar-Handrach's Stones' as part of said action. Said action gains +60,000 Ranged Attack, gains +60,000 Magical Attack, may gain '60% inflicts Fatigued: Stun', may use Strength or Constitution as its Prime Attribute, and has its chances of cancelling its target's action (if such chances exist) increased by 5%, to a max of 60%.
Improved Magical Offense- (Passive Ability, Wizard) Possessor gains +500 Magical Attack if possessor has a Wizard Magic spell equipped
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased Magic Impact- (Passive Ability, Wizard) Possessor's Magic-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against Magic' values
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Magical Broadening Mastery- (Active 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.
Magical Lengthening Mastery- (Passive Ability, Wizard) Possessor's Lengthen Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Manacharged Spell- (Technique Ability, Wizard) Possessor may use 'Manacharged Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 15% inflicts Manablasted.
Mana-Retainment-Capacity-Overloading Spell- (Technique Ability, Wizard) Possessor may use 'Mana-Retainment-Capacity-Overloading' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 30% inflicts Manablasted and applies a non-stacking debuff that causes its possessor to take 20,000 Flat Magic-element MP Damage at the start of every round, as well as to obtain a stacked instance of a debuff that stacks 50 times and provides -500 MP at the start of every round.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
♢Mystic Crown of the Archmage- (Passive Ability, Wizard) Possessor gains +1 Base SPI while possessor possesses at least one Wizard Magic buff
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful 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. This attack gains +150 Magical Attack.
Piercing Casting- (Technique Ability, Wizard) Possessor may use Piercing Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Spellbook-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Book or Tome equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Book or Tome equipped
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
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
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wand-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Wand equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Wand equipped
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread

Misc
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Clothier Proficiency- (Passive Ability, Clothier) Character gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped
Celestial Sun Protection- (Ability, Justicar) Possessor gains 15% Fire Resistance, 15% Light Resistance, 30% Burning Resistance, and 30% Awestruck Resistance, Possessor may survive on suns as an RP effect
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Snake-Eater Capsule"- (Passive Ability, Permanent Item Effect) Possessor gains +1 to each Base Stat
Holds the Last Bit of Cute Pets Mana- (Passive Ability, Other: Elemental Researcher) Possessor gains +1 SPI
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Spider Breath- (Passive Ability, Doombringer) Possessor gains the the ability:
Breath of Spiders- 27,000 damage, this attack uses SPI or CON as the prime attribute, 25% inflicts Confusion: Fear, 1 hit against 5, Fire, 18,500 MP
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice

Curse
All Of The Bad Guys LOVE You And Just Can't Stop Thinking About You (And Don't Always Want To Hurt You)- (Passive Ability, Curse) Possessor's opponents gain an extra action each round that may only be used to target possessor with a non-offensive action, with said actions being unable to be Agony element and unable to inflict Pain or Hexed on possessor, and with said actions not being obtained by individuals who are afflicted with Charm or Dominion and not being able to be taken by individuals who are afflicted with Charm or Dominion
Obsessively Worries About State Of Own Appearance While Not Near A Mirror- (Passive Ability, Curse) Possessor, if possessor does not have an item with Mirror in its name equipped, has a 5% chance of automatically skipping actions unless possessor is afflicted with Charm from a source that is not itself

Undertaking:
"Safeguard the Desert"
136 out of 200 Miragas killed
34 out of 50 Great Sariscos Beetles killed
9 out of 20 Bel-Miragas killed

Weapons-
*Mr. Purple's Mirror- (Weapon, Shield, Universe, 140,000,000 Gold) +140,000 Defense, +100,000 Magical Attack, +35,000 Melee Attack, Wielder gains a 50% chance of Reflecting the actions of individuals below Level 60, 30% Base Element Resistance, 40% Light Resistance, Wielder may Reflect actions from sources of lower Level than wielder who are below Level 40, wielder may scan the stats of any individual who conducts a hostile action against wielder, Wielder inflicts Charm or Charm: Lovestruck on individuals whose actions wielder reflects, Wielder must be Level 40 or greater
*Mr. Purple's Sword- (Weapon, Sword, Magic & Light & Air & Nobility, 180,000,000 Gold) +190,000 Melee Attack, +190,000 Magical Attack, +190,000 SPI, 100% inflicts Awestruck, 100% Critical, 100% inflicts Manablasted, 100% inflicts Charm, 120% inflicts Charm on Solar Beings, 60% may inflict Awestruck, 60% may inflict Burning, Wielder may, as a non-stacking effect, change the element of any target of wielder's 'Melee Attack' or 'Magical Attack' actions to any base element, Wielder's Bardic Music spells may treat their Magical Attack bonuses as Melee Attack bonuses with respect to 'Melee Attack' actions that wielder conducts, Wielder's offensive actions may become solely Nobility element, Whenever wielder resurrects an individual, said individual is healed for 1,800,000 points of Flat Light & Fire element HP Healing, Wielder must be a devout worshipper of Selereth Helios, May only be wielded by individuals of Level 40 and greater
*Second Sun's Rising- (Weapon, Orb, Light & Hope, 280,000,000 Gold) +280,000 Ranged Attack, +280,000 Magical Attack, +2,800,000 MP as a non-stacking bonus, Wielder regenerates 1,000,000 HP and MP at the start of each round, Wielder is cured of one debuff from a source below Level 95 at the start of each round, 100% inflicts Awestruck or Zealblasted, 100% may inflict Burning or Impaired: Blind, Wielder must be Level 40 or greater and must possess the abilities 'Radiant Hierophant', 'Eternal Champion', and 'Adept Sun Duke Knowledge'

Blackclad Order Energy Staff- (Weapon, Staff, Magic & Physical, 2,100,000 Gold) +2,100 Melee Attack, +2,400 Magical Attack, +2,000 MIN, +2,000 SPI, 15% Critical, 20% Critical with Physical element Magical Attack actions, +5,000 MP
Celestial Brightsteel Wand- (Weapon, Wand, Light, 600,000 Gold) +600 Magical Attack, +600 MIN, +600 SPI, Wielder's Magical Attack actions gain 130% To Hit, 20% Light Resistance
Dainultha Stick- (Weapon, Wand, Magic, 50,000 Gold) Magical attacks do a flat rate of 300 damage
Draco-Executioner- (Weapon, Sword, Glory, 175,000,000 Gold) +175,000 Melee Attack, +100,000 to all stats, 160% Critical against Dragons, Wielder ignores the Resistances and Immunities of Dragons below Level 80, Wielder deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 80 OR who (are over Level 40 AND have the ability Dragonslayer)
Fairy-Jewel Sword- (Weapon, Sword, Magic & Earth, 11,000,000 Gold) +11,000 Melee Attack, +11,000 Magical Attack, +11,000 AGI, Wielder's 'Melee Attack' actions may use Agility or Spirit as their Prime Attribute
Greater Magical Paintbrush- (Weapon, Wand, Magic, 329,000 Gold) +365 Magical Attack, +5,000 MP, Wielder's uses of Magical Pigments in the casting of spells reduce the cost of said spells by 5,000 additional MP, 15% Confusion: Depression Resistance
Mana Reservoir Wand- (Weapon, Wand, Magic, 750,000 Gold) +750 Magical Attack, +750 MIN, +750 SPI, +7,500 MP
Panopticum Blade- (Weapon, Sword, Earth, 94,500,000 Gold) +95,500 Melee Attack, +96,700 Defense, +21,000 MIN, 10% Base Element Resistance, Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wearer may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, This item provides half the Melee Attack bonus that it normally would, Wearer must be at least Level 40
1 Panopticum Shield- (Weapon, Shield, Earth, 94,500,000 Gold) +95,500 Melee Attack, +96,700 Defense, +21,000 CON, 30% Physical Resistance, 10% Base Element Resistance, Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wearer may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, Wearer must be at least Level 40
39 Phoenix Wand- (Weapon, Wand, Fire & Light, 28,500,000 Gold) +29,000 Magical Attack, +29,000 SPI, +29,000 MIN, Whenever wielder resurrects an individual, said individual is healed for 500,000 points of Light & Fire element HP Healing, May only be wielded by individuals of Level 20 and greater
Planetary of the Sun's Armor- (Armor, Heavy Armor, Light & Fire & Glory, 190,000,000 Gold) +190,000 Defense, +1,800,000 HP as a non-stacking bonus, +1,500,000 MP as a non-stacking bonus, +190,000 SPI, +190,000 Melee Attack, 40% Light Resistance, 40% Fire Resistance, Divine Magic and Astral Magic spells cost wielder 300,000 less MP to cast, 60% inflicts Awestruck, 60% may inflict Burning, 100% Awestruck Resistance, 90% Burning Resistance, Wielder must be Level 40 or greater
Sword of a Planetary in Service to Selereth Helios- (Weapon, Sword, Light & Fire & Glory, 190,000,000 Gold) +190,000 Melee Attack, +1,800,000 HP as a non-stacking bonus, +190,000 STR, +190,000 SPI, 140% Critical, 240% To Hit, 60% inflicts Charm on Solar Beings, 60% inflicts Awestruck, 60% may inflict Burning, Wielder must be a devout worshipper of Selereth Helios, Wielder must be Level 40 or greater
2 Siren's Voice- (Weapon, Instrument, Air & Sonic, 5,900,000 Gold) +5,500 Magical Attack, +3,000 SPI, 30% inflicts Charm
Sonic Blasting Bell- (Weapon, Instrument, Air & Magic, 60,000 Gold) +74 Ranged Attack, +40 AGI
Spiritually Powered Chaingun- (Weaponx2, Gun, Magic & Light, 275,000 Gold) +268 Ranged Attack, attacks involving this weapon use Spirit as their prime attribute and wielder's Ranged Attack caps are determined by Spirit, 15 hits against 1, deals 1/13 damage
3 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
10 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
9 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
7 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
4 Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly Awesome Dead Walrus, Sapphire Edition!- (Weapon, Other: Chaos Talon, Water, 40,000,000 Gold) +39,000 Melee Attack, +39,000 Ranged Attack, +39,000 Magical Attack, +39,000 to all stats, 39% Critical, 39% Resilience, 139% To Hit, 39% Dodge, Wielder ignores the Resistances of individuals below Level 20, Wielder must be at least Level 30
3 Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance

Armor-
Aggressively-Distressed Jeans- (Armorx.5 Clothing, Physical, 2,100 Gold) +2 Melee Attack, +2 STR, +20 HP as a non-stacking bonus, -1% Resilience
Enchanted Yellow Clothes- (Armor, Clothes, Light, 60,000 Gold) +60 Defense, +60 to all stats, Has RP effects regarding traps in Sunthrone's contest area
Imperial Shirt - (Armorx.5, Clothes, Physical, 47,000 Gold) +40 Defense, +45 to all stats, +60 additional points to all stats if an Imperial Pants is also equipped
Imperial Pants - (Armorx.5, Clothes, Physical, 47,000 Gold) +40 Defense, +45 to all stats, +60 additional points to all stats if an Imperial Shirt is also equipped
Leather Jacket- (Armorx.5, Light Armor, Physical, 4,000 Gold) +4 Melee Attack, +4 STR, +40 HP as a non-stacking bonus
Lemon-Colored Wifebeater- (Armorx.5 Clothing, Acid, 2,000 Gold) +2 SPI, +2 CON, +2 Defense against 'Melee Attack' actions
12 Man's Pants- (Armorx.5, Clothing, Physical, 200 Gold) +2 Defense, +2 AGI, +1 STR
25 Man's Shirt- (Armorx.5 Clothing, Physical & Earth, 200 Gold) +2 Defense, +2 STR, +1 CON
*Mr. Purple's Battle-Armor- (Armor, Light Armor, Light & Nobility, 300,000,000 Gold) +300,000 Defense, +30,000 Defense against Stat Damage, +300,000 Magical Attack, +250,000 to all stats, +1,000,000 MP as a non-stacking bonus, 80% Resilience, 40% Light Resistance, 40% Nobility Resistance, 40% Fire Resistance, 100% Awestruck Resistance, 60% Burning Resistance At the start of battle, wearer has a 100% chance of inflicting Charm on up to 5,000 opponents, 100% inflicts Charm on individuals targeting wearer with an offensive action at the end of said action, +100,000 Defense against Umbrals, Wielder may choose at the beginning of a thread to receive half damage from Umbrals below Level 60 under the condition that wearer gains half XP from said Umbrals, 60% inflicts Charm, 100% may inflict Charm: Lovestruck on Humans or Humanoids that are affected by a non-offensive action of wearer, Wearer's Golem, Human, Humanoid, Fae, and Elemental pets and summons gain +5,000 Defense as a non-stacking bonus, Wearer's Steed transformations gain 65% Dodge, 30% Light Resistance, and 30% Nobility Resistance, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Divine Magic and Astral Magic spells cost wearer 300,000 less MP to cast, Wearer must be at least Level 40
Planetary of Travel's Cloak- (Armor, Clothing, Air & Earth & Water, 190,000,000 Gold) +150,000 Defense, +190,000 AGI, +10,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking effect, Wearer may choose at the start of each round for Agility or Spirit to become wearer's turn-order-determining stat, Wearer may not be prevented from leaving battle by individuals below Level 60, Wearer gains +50,000 Defense as a non-stacking, non-capped bonus against Damage that comes from effects attached to Zones, Divine Magic and Gate Magic spells cost wielder 150,000 less MP to cast as a non-stacking effect, 80% Dodge, Wearer must be Level 40 or greater
Righteous Emperor's Coat- (Armorx.5, Clothing, Magic & Light, 670,000 Gold) +670 Defense, +670 to all stats, Wearer's allies gain +300 to all stats as a non-stacking buff
Righteous Emperor's Pants- (Armorx.5, Clothing, Magic & Light, 670,000 Gold) +670 Defense, +670 to all stats, Wearer's allies gain +300 to all stats as a non-stacking buff
Rough Roller T-Shirt- (Armorx.5 Clothing, Fire & Physical, 5,000 Gold) +5 Melee Attack, +5 STR, +5 CON
2,139 Sandstorm Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,200 Melee Attack, +985 Magical Attack, 40% Resilience, 135% To Hit, Wearer ignores the direct negative effects of weather effects in the Desert of Sildriza encounter area, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50
Sky Plate that is Painted Purple- (Armor, Grand Armor, Air, 71,000,000 Gold) +71,000 Defense, +71,000 AGI, 85% Dodge, Wearer must be Level 40 or greater
The King of the Forest's Puffy Ensamble- (Armor, Clothes, Earth & Wood, 186,000 Gold) +180 Defense, +180 MIN, +1 Diplomacy if opposing any Plants or Fae, Plants allied with wearer gain +5,000 MP, 15% inflicts Charm on Plants and Fae, Wearer may select up to 5 Plants that are below Level 20 from the Enemy List, provided that said plants are non-unique and are normally fightable for drops, when entering a Random Quest, and, upon encountering enemies in said quest, has a 50% chance of replacing up to 5 random enemies from any encounter in said quest with random Plants from said list of Plants, assuming that no possible encounter in said area of the random quest is of Level 40 or higher
10 The Ritz- (Armor, Clothing, Earth & Light & Air, 50,000,000 Gold) +500 Defense, +5,000 additional Defense and +1,000 to all stats if wielder has over 1,000,000,000 Gold
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
8 Work Overalls- (Armor, Clothing, Earth, 800 Gold) +14 Defense, +5 additional Defense if a Tool is equipped

Accessories-
*Visiting Researcher Badge for Charming from the Sixth Nongaseous Facility on Regdyrr VI- (Accessory, Broach, Technology, 5,000 Gold) +5 MIN

Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
Armband of Selflessness- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 50 or higher and that wearer’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
Bascaradine Status Stasis Supersphere- (Accessory, Gadget, Technology, 120,000,000 Gold) Wielder and wielder's allies are Immune to minor and moderate negative status effects from sources below Level 60, Wielder must be Level 40 or greater or must be Level 20 or greater and a Bascaradine Corporation employee . devout worshipper to equip this item.
Beautiful Celestial Brightsteel Bracers- (Accessory, Wristwear, Light, 10,000,000 Gold) +10,000 Defense, +10,000 CON, +10,000 SPI, 30% inflicts Charm, 25% Light Resistance
Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
Celestial Brightsteel Pendant- (Accessory, Amulet, Light, 5,000,000 Gold) +5,000 MIN, +5,000 SPI, +20,000 MP, 20% Light Resistance
Celestial Wings- (Accessory, Bioaugmentation, Light, 4,500,000 Gold) 30% Dodge, 20% Earth Resistance, 30% Light Resistance, 30% Darkness Resistance, 5% wearer gains an additional action each round, +15,000 to wearer's turn-order-determining stat for turn-order-determining purposes
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
Cloak of Violet Faesilk- (Accessory, Cloak, Magic, 16,000,000 Gold) +16,000 AGI, +16,000 SPI, 40% Dodge if the Terrain or Phantom Terrain is forest
Cloudlike Bubble Displaying Its Owner's Ideas- (Accessory, Trinket, Air & Magic, 110,000 Gold) Wielder's allies may cast the most recent spell wielder cast that wielder has equipped at double its normal MP cost with a Cast a Spell or Magical Attack action
Fanciful Mage-Prince's Crown- (Accessory, Crown, Light & Magic, 60,000 Gold) +95 Magical Attack, +80 Defense, +60 MIN, +110 SPI, +10 AGI, 10% Magic Resistance, Wearer's basic Magical Attacks have a 5% chance of inflicting Awestruck or Charm, 5% Confusion Resistance
2 First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
Grand Banner of Alrick's Brigade- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) Wielder gains +45,000 to all stats if wielder is in a Guild that has 'Alrick Slizer' as its leader, Wielder's allies gain +4,500 to all stats as a non-stacking bonus if wielder is in a Guild that has 'Alrick Slizer' as a leader, 30% Darkness Resistance, 30% Light Resistance, Wielder must be Level 20 or greater
Greater Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 5,000,000 Gold) Wielder regenerates 50,000 HP per round, +50,000 HP
Greater Essence Spark of Life and Mana- (Accessory, Other: Mystic Infusion, Light & Magic, 5,000,000 Gold) Wielder regenerates 50,000 HP and 50,000 MP per round, +50,000 HP, +50,000 MP
2 Heart-Shaped Sand Diamond Engagement Ring- (Accessory, Ring, Earth, 36,000,000 Gold) +36,000 SPI, Wielder gains +360,000 MP as a non-stacking bonus if at least one of wielder's allies is wearing an item named 'Heart-Shaped Sand Diamond Engagement Ring', Wearer gains Charm Immunity if at least one of wielder's allies is wearing an item named 'Heart-Shaped Sand Diamond Engagement Ring'
Hero's Badge- (Accessory, Broach, Light, 20,000 Gold) +29 to all stats, +1% to Hit, +1% Resilience, +1% Dodge, +1% Critical
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
Huntmaster's Suspiciously-Acquired Wizardly Beard- (Accessory, Bioaugmentation, Magic, 40,000,000 Gold) +40,000 MIN, 30% Magic Resistance, Wearer gains the ability 'Wizard', +20% Critical against Magic element Humans, +25,000 to all stats for each piece of equipment wielded by wielder with 'Huntmaster' in its name, to a max of +250,000
Land-Illuminating Sun Sticker- (Accessory, Trinket, Light, 60,000,000 Gold) Wielder may spend an action to remove this item from the thread and attach an effect to a Zone created by a source that is either below Level 80 or willing to cause said Zone to become a Zone of Light and making all Dodge buffs from Darkness-element sources below Level 80 have no effect in said Zone, with said effect not stacking
Mage-Hero's High Symbol- (Accessory, Seal, Hope & Magic, 200,000,000 Gold) +200,000 Magical Attack, +200,000 MIN, +200,000 SPI, +2,000,000 MP as a non-stacking bonus, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, 30% Magic Resistance, 30% Earth Resistance, 30% Air Resistance, 30% Fire Resistance, 30% Water Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
Medallion of Hope- (Accessory, Amulet, Light, 35,000 Gold) 45% Fear Resistance, 45% Depression Resistance
Monster Bottle- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may exchange 3 consumable slots for a pet slot while this item is equipped
Monster Cube- (Accessory, Container, Magic & Technology, 65,000 Gold) Possessor may give up either an accessory slot or two spell slots for a pet slot
Necromancer’s Book- (Accessory, Tome, Darkness & Magic, 800,000 Gold) +8,000 MP that may only be used for Necromancy spells, Wielder may equip 10 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped
29 Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Purple Sun Prince's Sun-Holding Crown- (Accessory, Crown, Light, 500,000,000 Gold) +500,000 Magical Attack, +500,000 to all stats, +5,000,000 HP as a non-stacking bonus, Wielder's allies gain +5,000 to all stats, Wielder's Solar Being allies gain +10,000 to all stats, Wielder must be Level 40 or greater and must possess the ability 'Expert Sun Duke Knowledge' or the ability 'Mister Purple'
Righteous Emperor's Cloak- (Accessory, Cloak, Magic & Light, 670,000 Gold) +670 Defense, +670 to all stats, Wearer's allies gain +300 to all stats as a non-stacking buff
Righteous Emperor's Crown- (Accessory, Crown, Magic & Light, 670,000 Gold) +670 to all stats, Wearer's allies gain +400 to all stats as a non-stacking buff
Righteous Emperor's Gloves- (Accessory, Gloves, Magic & Light, 670,000 Gold) +670 Defense, +670 to all stats, Wearer's allies gain +300 to all stats as a non-stacking buff
Righteous Emperor's Shoes- (Accessory, Shoes, Magic & Light, 670,000 Gold) +670 Defense, +670 to all stats, Wearer's allies gain +300 to all stats as a non-stacking buff
Ring of Brilliant Mana- (Accessory, Ring, Magic & Light, 1,500,000 Gold) +1,500 MIN, +1,500 SPI, +15,000 MP, Wearer's Magical Attack actions may become solely Light element
Ring of Mana (Greater)- (Accessory, Ring, Magic, 1,000,000 Gold) +10,000 MP
Safety Cloak (Green)- (Accessory, Cloak, Earth & Hope, 16,500,000 Gold) +16,500 Defense, 5% Base Element Resistance, Wearer may, as an effect that applies once per thread across all copies of this item per wearer, ignore one instance of being afflicted with minor or moderate negative status effect by a source below Level 60
13 Sidhe Cloak- (Accessory, Cloak, Light & Magic, 7,900,000 Gold) +3,100 Defense, +3,000 Magical Attack, +1,500 Ranged Attack, +7,500 AGI, +7,500 SPI, +50,000 MP
Seal of the Celestial Lord's Team- (Accessory, Seal, Light, 5,000,000 Gold) +5,000 to all stats, 20% Light Resistance, Wearer gains 15% Solar Being Resistance if wearer is a Celestial or has the ability Luminary
Seal of the Celestial Realm- (Accessory, Seal, Light, 5,000,000 Gold) +5,000 to all stats, 20% Light Resistance, Wearer gains 15% Demon Resistance if wearer is a Celestial or has the ability Luminary
2 Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
Shoes of Revered Nobility- (Accessory, Shoes, Nobility, 5,500,000 Gold) +5 Fame
Splendid Celestial Brightsteel Dancing Shoes- (Accessory, Shoes, Light, 10,000,000 Gold) +10,000 Defense, +10,000 AGI, +10,000 SPI, 50% Dodge, 30% inflicts Charm, 25% Light Resistance
Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
Throne of the Sun- (Accessory, Magic Item, Light, 100,000,000 Gold) Wielder's Solar Being allies, including wielder, gain +5,000 to all stats as a non-stacking buff
Triumphant Crown- (Accessory, Crown, Light & Magic, 760,000 Gold) +850 Magical Attack, +740 Defense, +1,000 additional Defense for the duration of the battle after at least one opponent has been defeated, +600 MIN, +600 SPI, +600 STR, Wearer's summons get +100 to all stats, 10% Physical Resistance, 10% Magic Resistance, 10% War Resistance, Wearer's basic Magical Attacks, Melee Attacks, and Ranged Attacks have a 5% chance (per effect) of inflicting Awestruck, Charm, and Weakened, 15% Fatigued Resistance, Wearer gets 500 additional XP as a bonus that does not stack with other item-granted XP bonuses upon every successful battle in which at least one opponent of Level 40 or greater is defeated, +2 Diplomacy, May only be worn by individuals with at least 70 Base Stat points
Warded Brightsteel Ring- (Accessory, Ring, Light, 600,000 Gold) +600 Defense, +400 to all stats, 5% Base Element Resistance
Weatherman's Doodad- (Accessory, Trinket, Water & Air & Ice & Electrical, 45,000 Gold) Wielder may skip a turn to change a Zone of Ice, Air, Electrical, or Water into a Zone of Ice, Air, Electrical, or Water
White Bag of Yetzmador- (Accessory, Container, Light & Spatial, 2,600,000 Gold) Wielder may carry an additional 30 non-equipped items into threads
5 Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times

Consumables-
Bag of Light- (Consumable, Lethal Item, Light, 2 Charges, 50,000 Gold) May deal Flat 3,000 Light element damage to up to 40 targets, May remove one Zone of Darkness created by a source below Level 40 that has no effects attached to it by sources of Level 40 or greater
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
2 Cactus Juice- (Consumable, Drink, Fire & Water, 1 Charge, 3,900 Gold) Heals 900 HP, Heals 900 MP, 15% Fire Resistance 15% Water Resistance, lasts 3 turns, does not stack
Canned Soup- (Consumable, Food, Water, 2 Charges, 80 Gold) +200 HP, +50 MP, Takes 2 turns to use if it has 2 charges unless a Tool is equipped
2 Caramel Candies- (Consumable, Food, Earth & Darkness, 15 Charges, 9,000 Gold) Heals 700 HP
2 Carctori Juice- (Consumable, Drink, Earth, 1 Charge, 800 Gold) +170 MP, All user's Summoning spells cost 2 less MP fro the remainder of the battle or quest
15 Clocksmith's Oil- (Consumable, Potion, Water & Technology, 1 Charge, 60,000 Gold) Cures Impaired: Slow, Only effects Clockworks
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
Depressing Paperwork- (Consumable, Lethal Item, Darkness & Psychic, 1 Charge, 4,000 Gold) 20% inflicts Depression
9 Desert Dew Flower- (Consumable, Medicine, Water, 1 Charge, 2,600 Gold) +20 HP, 35% Cures Fatigue: Dehydration
Distress Horn- (Consumable, Summoning Stone, Air, 1 Charge, 75,000 Gold) One of user's allies who is in another battle in the same thread may enter user's battle provided neither battle contains an opponent above Level 59
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP
15 Magic Grease- (Consumable, Potion, Technology & Magic, 1 Charge, 7,000 Gold) Cures target Robot, Clockwork, Machine, Mecha, Vehicle, or Vessel of Paralysis and gives it 15% Paralysis Resistance
Mana Font- (Consumable, Enchanted Item, Magic, 15 Charges, 2,000,000 Gold) Target regenerates 2,000 MP per round, stacks 10 times
50 Mirage Dust- (Consumable, Powder, Magic, 1 Charge, 1,900 Gold) 20% Confusion
3 Mirage Globe- (Consumable, Stored Spell, Magic, 1 Charge, 17,000 Gold) 50 Inflicts Confusion, 1 hit against 6
10 Multimillionaire's Coin- (Consumable, Enchanted Item, Earth & Light, 1 Charge, 10,000,000 Gold), Heals 10,000 HP (or 20,000 HP if you have over 2,000,000 Gold), Heals 10,000 MP (or 20,000 MP if you have over 2,000,000 Gold), Doubles Gold gained from battle if said doubled amount is under 1/1,000th the amount user possesses to a max of 20,000 extra Gold
5 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
8 Sand Cube- (Consumable, Powder, Earth, 1 Charge, 10,002 Gold) +20% Dodge to all participants in battle, does not stack, this effect is a Constant Enchantment
Singing Smile-O-Gram- (Consumable, Scroll, Light, 1 Charge, 500 Gold) 40% Cures Confusion: Depression, 5% inflicts Invigorated: High Morale
5 Twelve Purification Sake- (Consumable, Drink, Light & Water, 12 Charges, 12,000,000 Gold) 200% inflicts Poison: Drunk, 50% inflicts Awestruck: Sealed
3 Uber-Mystic Sunscreen- (Consumable, Medicine, Light & Water, 1 Charge, 6,000,000 Gold) Target gains 60% Light Resistance, lasts 5 rounds
Well-Loved Royal Delecta-Cake - (Consumable, Food, Water & Earth & Air & Light, 3 Charges, 80,000 Gold) +80 to all stats, 30% Resistance to sources below level 10, stacks 10 times
3 Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect

Items-
2 1/12 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
4 1/12 Holy Imperial Seal of Power- (Item, Antiquity, Universe, 24,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
4 1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 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
6 1/1000th Killborg which Must Be Assembled All at Once or It Explodes- (Item, Antiquity, Technology, 1,000 Gold)
500-Trepple Gift Card to 'Pants Land!'- (Item, Antiquity, Physical & Technology, 5,000 Gold)
'Color Inside the Lines and this Book Gives You Expensive Candy!'- (Item, Antiquity, Air & Light, 310,000 Gold)
A Faint Memory of Light- (Item, Antiquity, Light, 60,000 Gold)
2 Adamantine- (Item, Material, Earth & Physical, 24,000,000 Gold)
3 Alchemic Materials- (Item, Material, Magic, 3,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
Ancient Sea King's Tooth- (Item, Antiquity, Water & Physical, 700,000 Gold)
Anyweight Stone- (Item, Antiquity, Earth & Physical & Magic, 900,000 Gold)
2 Bag of Entirely Blue Marbles- (Item, Antiquity, Water & Earth, 200 Gold)
2 Blackened Leather- (Item, Material, Darkness, 700 Gold)
16 Blessed Earths- (Item, Material, Earth & Light, 3,000 Gold)
Blueprints for Something that Didn't Get Built- (Item, Antiquity, Technology, 500 Gold)
Botanica Guest Pass Keycard- (Item, Key, Earth, 1,900 Gold)
9 Broken Metal Piece- (Item, Antiquity, Physical, 3 Gold)
Bulldozer-Themed Amusement Park- (Item, Property, Technology & Physical, 450,000 Gold)
5 Cactus Needles- (Item, Material, Physical, 500 Gold)
2 Caravan Trader's Goods- (Item, Antiquity, Earth & Fire, 5,000 Gold)
Cassette Player that Urges You to Smoke Cigarettes- (Item, Antiquity, Technology & Darkness & Air, 1,700 Gold)
10 Celestial Brightsteel- (Item, Material, Light, 750,000 Gold)
Coded Diamond (Greater)- (Item, Material, Technology & Earth, 36,000,000 Gold)
8 Construct Army Ebony- (Item, Material, Darkness, 11,000 Gold)
Construct Army Ivory- (Item, Material, Light, 11,000 Gold)
13,624 Crate of Stolen Desert Supplies and Finery- (Item, Material, Earth, 30,000 Gold)
Crystallized Thunder of Ulaat- (Item, Material, Electrical, 68,000 Gold)
2,100 Deactivated Desert Corsair Warship- (Item, Antiquity, Earth, 42,000,000 Gold)
2 Dead Man's Hand- (Item, Antiquity, Darkness, 200 Gold)
Death Ash- (Item, Material, Darkness, 900 Gold)
2 Deep Blue Water of Thamarr- (Item, Material, Water, 64,000 Gold)
Depressing Barn- (Item, Property, Darkness & Earth, 75,000 Gold)
Dragon Lord's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 87,000,000 Gold)
Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
10 Effusiant Cloth of Danagor- (Item, Material, Light, 450,000 Gold)
Egg Beater- (Item, Antiquity, Technology, 600 Gold)
Empowered Dark Fabric- (Item, Material, Darkness, 77,000 Gold)
Empty Bottle- (Item, Material, Air, 20 Gold)
Enameled Whalebone Hairbrush- (Item, Antiquity, Water, 7,000 Gold)
3 Expired Coupons- (Item, Antiquity, Air & Technology, 40 Gold)
Fading Wing- (Item, Material, Magic, 1,000 Gold)
Female Adventurers (Level 10-20) Spawn Table- (Item, Antiquity, Light & Magic & Earth, 650,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
Figurine of a Bear with a Parasol Balanced on a Ball- (Item, Antiquity, Air & Earth, 25,000 Gold)
Fulfillment- (Item, Material, Light & Earth, 6,000,000 Gold)
7 Gatewood- (Item, Material, Magic, 14,000 Gold)
Gay Adventurers (Level 10-20) Spawn Table- (Item, Antiquity, Light & Magic & Earth, 650,000 Gold)
Giant Robot Bass that Laughs and Sings- (Item, Antiquity, Technology & Water & Air, 1,100,000 Gold)
Gold Costume Contest Trophy- (Item, Antiquity, Darkness & Air, 100,000 Gold)
Golden Monument- (Item, Antiquity, Earth, 880,000 Gold)
20 Gold-Framed Portrait of Prince Charming- (Item, Antiquity, Magic & Light, 800,000 Gold)
Grand Light Crystal- (Item, Material, Light, 1,000,000,000 Gold)
40 Great Egg of Myrrh- (Item, Antiquity, Fire & Earth & Light, 14,000,000 Gold)
Hand-Written Notes Explaining the Cyphered Parts of 'The Accounts of Brocksarr Seibooth Regarding the Dinosaur Catacombs'- (Item, Antiquity, Earth, 3,000,000 Gold)
Hope Crystal Piece- (Item, Material, Hope, 5,000 Gold)
3 House Hellstrom Scrying Orb- (Item, Antiquity, Fire, 5,000 Gold)
48 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
438 Huge Pile of Gold Bricks- (Item, Currency, Earth, 100,000 Gold)
Ice Cube Tray- (Item, Antiquity, Ice, 200 Gold)
3 Ink Blotter- (Item, Antiquity, Earth & Technology, 90 Gold)
Invisible Musicians (Level 20-30) Spawn Table- (Item, Antiquity, Physical & Earth & Air, 810,000 Gold)
Large Cats (Level 1-10) Spawn Table- (Item, Antiquity, Physical & Earth, 300,000 Gold)
Large Container of Hope Mana Oil- (Item, Material, Hope, 50,000 Gold)
Large Container of Light Mana Oil- (Item, Material, Light, 50,000 Gold)
Lesser Psionic Oni Blood- (Item, Material, Psychic, 97,000 Gold)
Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
Magi-Seal Tape- (Item, Antiquity, Magic, 1,500 Gold)
Metal Continental Plate Covered In Numerous Spikes- (Item, Property, Earth, 400,000,000 Gold)
Metal Resultant from a Worldsmelter's Unsuccessful Attempt at Making Perfected Iron- (Item, Material, Earth & Metal, 200,000,000 Gold)
Minor Celestial Essence- (Item, Material, Light, 36,000 Gold)
15 Mobile Sphere- (Item, Antiquity, Earth & Magic & Technology, 70,000 Gold)
Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)
56 Mud- (Antiquity, Material, Earth, 20 Gold)
4 Mystic Key- (Item, Key, Magic, 45,000 Gold)
*Note to Charming from Lena Wiggdiggle- (Item, Antiquity, Air, 30 Gold)
73 Old Bell- (Item, Antiquity, Earth, 40 Gold)
8 Old Gold Coin- (Item, Currency, Earth & Physical, 2,500 Gold)
4 Outdated Newspapers In A Pile- (Item, Antiquity, Earth & Air & Water, 500 Gold)
Palace-Sun- (Item, Property, Light, 1,400,000,000 Gold)
6 Palm Frond- (Item, Material, Earth, 100 Gold)
2 Pearly-White Toothpaste- (Item, Antiquity, Light & Water, 7,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
Photos of Boring Landmarks- (Item, Antiquity, Air & Earth, 80 Gold)
Playland- (Item, Property, Earth & Light & Air & Physical, 89,000 Gold)
Pocket Dimension: Colosseum of Colossi- (Item, Property, Physical & Earth & Glory, 350,000,000 Gold)
Pogo-Stick Training Video- (Item, Antiquity, Technology & Physical, 2,700 Gold)
Poster Reading 'Don't be a Stranger, Have a Mint!'- (Item, Antiquity, Air & Ice, 300 Gold)
4 Quasi-Common Green Oasis Feather- (Item, Antiquity, Water, 3,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
Salesmen (Level 10-20) Spawn Table- (Item, Antiquity, Air & Earth & Magic, 640,000 Gold)
1,079 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
2 Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
2 Set of Golden Utensils- (Item, Antiquity, Earth, 2,000 Gold)
Small Artificial Sun- (Item, Property, Light & Fire, 400,000,000 Gold)
12 Spectral Essence- (Item, Material, Light, 1,000 Gold)
Spiny Crystal of Tempering- (Item, Material, Physical, 1,900 Gold)
8 Spirit of the Sand's Essence- (Item, Material, Earth, 9,000 Gold)
2 Spongy Element Dampening Substance- (Item, Material, Magic, 40,000 Gold)
81 Square Mile of Faerie Forest on a Random World- (Item, Property, Magic, 1,265,000 Gold)
3 Square Mile of Frozen Waste on a Random World- (Item, Property, Ice, 20,000 Gold)
Stone Parlor- (Item, Property, Earth, 165,000 Gold)
Stratospheric Diamond- (Item, Material, Air, 36,000,000 Gold)
*Sultry Invitation to Charming from Lexie Ross- (Item, Antiquity, Fire & Hope, 7,000 Gold)
Sunguarded Camera- (Item, Antiquity, Technology & Light & Fire, 1,000,000 Gold)
14 Sunmetal- (Item, Material, Light, 15,000,000 Gold)
2 Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
*The Accounts of Brocksarr Seibooth Regarding the Dinosaur Catacombs- (Item, Antiquity, Earth, 7,550,000 Gold)
14 Thesaline Petals- (Item, Antiquity, Earth & Light, 490 Gold)
2 Tiny Alexandrite- (Item, Material, Earth & Physical, 1,000 Gold)
2 Tiny Amethyst- (Item, Material, Earth & Darkness, 1,000 Gold)
2 Tiny Ametrine- (Item, Material, Earth & Psychic, 1,000 Gold)
2 Tiny Amythist- (Item, Material, Darkness, 1,000 Gold)
2 Tiny Diamond- (Item, Material, Earth & Light, 1,000 Gold)
2 Tiny Emerald- (Item, Material, Earth, 1,000 Gold)
2 Tiny Iolite- (Item, Material, Earth & Ice, 1,000 Gold)
2 Tiny Opal- (Item, Material, Earth & Air, 1,000 Gold)
3 Tiny Peridot- (Item, Material, Earth & Acid, 1,000 Gold)
3 Tiny Quartz- (Item, Material, Earth & Technology, 1,000 Gold)
2 Tiny Ruby- (Item, Material, Earth & Darkness, 1,000 Gold)
3 Tiny Sapphire- (Item, Material, Earth & Water, 1,000 Gold)
2 Tiny Teralyte- (Item, Material, Earth, 1,000 Gold)
2 Tiny Topaz- (Item, Material, Earth & Electrical, 1,000 Gold)
4 Tiny Zircon- (Item, Material, Earth & Magic, 1,000 Gold)
The Wizard's Guide to Spells- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
10 Unreality Leaves- (Item, Antiquity, Dream, 100,000,000 Gold)
3 Useless Thing- (Item, Useless Thing, Junk, 1 Gold)
11 Vines- (Item, Material, Earth, 700 Gold)
15 Weighted Stone- (Item, Antiquity, Earth & Physical, 7,000 Gold)
8 Wispy Light Threads- (Item, Material, Light, 650 Gold)
3 Yellow Carctori Flower- (Item, Antiquity, Earth, 900 Gold)

Spells-
'I'm Lookin' Good!'- (Spell, Leadership, Air & Fire, 300 MP, 410,000 Gold) Caster gains +100 to all stats for each Clothes, Shoes, Belt, Hat, Gloves, Earwear, Eyewear, Amulet, Broach, Crown, or Wristwear equipped, to a max of +500, does not stack
Adamant Orb- (Spell, Wizard Magic, Physical, 20,000 MP, 28,700,000 Gold) +29,500 Magical Attack, Caster ignores the Defense of individuals below Level 20, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 20, Pierces 10,000 Defense, Caster must be at least Level 35
Awestrike- (Spell, Celestial Magic, Light, 1,000 MP, 500,000 Gold) Inflicts Awestruck
Baby Needs a New Pair of Shoes!- (Spell, Enchantment, Fortune, 150 MP, 110,000 Gold) Caster is afflicted with Favored at the start of caster's next action, does not stack
Bind Planar Entity- (Spell, Wizard Magic, Light & Darkness, 4,000,000 MP, 150,000,000 Gold) 30% inflicts Dominion on target Celestial, Angel, Deva, Illuminated, Elemental, Abstract, Daemon, Devil, or Demon below Level 80, Caster must be Level 40 or greater and must possess the ability 'Adept Wizard Magic Attunement', the ability 'Adept Ritual Magic Attunement', or the ability 'Adept Summoner Magic Attunement'
Bolster Solar Being IV- (Spell, Enchantment, Light, 5,000 MP, 10,000,000 Gold) Target Solar Being gains +5,000 to all stats, does not stack
Brilliant Flensing Torment- (Spell, Dark Magic, Light, 6,000,000 MP, 200,000,000 Gold) Target individual below Level 70 obtains a non-stacking debuff that inflicts Pain, inflicts Wounded: Maimed, inflicts Awestruck, and deals 200,000 Flat Light element Damage at the start of each round
Call Spirit of the Sand- (Spell, Spirit Magic, Earth, 90 MP, 65,000 Gold) Summons 1 Spirit of the Sand, max 1 summoned, summons created through this spell may not summon other individuals
4 Celestial Healing- (Spell, Celestial Magic, Light, 150 MP, 158,000 Gold) +159 Magical Attack, Heals, does not affect Demons
Celestial Sparkle Burst- (Spell, Celestial Magic, Light, 150 MP, 158,000 Gold) +350 Magical Attack, deals 1/3 damage, 40% inflicts Confusion, 30% inflicts Awestruck, 20% inflicts Impaired: Blind, 1 hit against 5
Create Undead Succubus- (Spell, Necromancy, Darkness, 130,000 MP, 13,000,000 Gold) Caster summons 1 Succubus from the Enemy List, Said summon acquires the additional subtype Undead as a buff when summoned, Max 5 summoned
Dampen- (Spell, Wizard Magic, Magic, 6,000 MP, 480,000 Gold) Choose a base element, target's abilities that contain said element cost 10% more MP (to a max of 1,000,000,000 more) and deal 10% less damage (to a max of 10,000,000 less), only affects targets below Level 40, lasts 5 rounds, does not stack
Daybreak Bombardment- (Spell, Wizard Magic, Light & Time, 1,200,000 MP, 210,000,000 Gold) +210,000 Melee Attack, +210,000 Magical Attack, Caster may destroy up to 200,000 Zones that are not Zones of Light or Chronogeomantic Zones of Day, may gain '1 hit against 50,000' and deal 1/20 Damage
12 Draining Tendril- (Spell, Wizard Magic, Darkness, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Voidstruck, inflicts Drain on targets of lower level than caster
Fading Call: Hound of Galbrecht- (Spell, Summoner Magic, Air, 90 MP, 120,000 Gold) 3,900 Air Damage, Does half damage to Psychic element foes, 5 hits against 4
Fading Call: Star Marines- (Spell, Summoning, Technology, 200 MP, 60,000 Gold) Deals 5,500 Technology element damage to 5 targets
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Fling Yellow Flameman's Fire- (Spell, Elemental Magic, Fire, 250 MP, 215,000 Gold) +202 Magical Attack, deals 200 STR Damage, Deals 200 SPI Damage
Fountain Burst- (Spell, Wizard Spell, Water, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Fatiged: Stun: Prone, 5% inflicts Drowning
2 Gakmondulo- (Spell, Wizard Magic, Earth, 40 MP, 115,000 Gold) +127 Magical Attack
*Gar-Handrach's Stones- (Spell, Wizard Magic, Earth, 6,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, +60,000 Magical Attack, Caster gains +2,000 STR and +2,000 CON as a buff that stacks 3 times
12 Glamour Veil- (Spell, Ethereal Magic, Air & Magic, 35,000 MP, 7,100,000 Gold) Caster and up to 5 willing allies may, provided no opponent present is Level 40 or greater and that no unique opponent present is Level 20 or greater, exit battle and enter another linked battle, with any individual who is either in said new battle, in said original battle and above Level 40, or in said original battle for over 5 rounds after the creation of said new battle and over Level 20, take an action to end said new battle, with all individuals in said new battle being moved to said original battle when such occurs, This ability cannot be cast while in a battle created by this ability
2 Great Wall- (Spell, Protection Magic, Magic & Earth, 6,000,000 MP, 99,000,000 Gold) Caster and all of caster's allies take half damage from sources below Level 60, lasts 5 rounds, Caster must be at least Level 40
Heatproof- (Spell, Enchantment, Fire, 700 MP, 500,000 Gold) Target gains 25% Fire Resistance
Holy Fire Orb- (Spell, Celestial Magic, Fire & Light, 90 MP, 61,000 Gold) +65 Magic Attack, 2% inflicts Awestruck: Holy Blaze
Holy Lance (Spell Version)- (Spell, Celestial Magic, Light, 500 MP, 5,000,000 Gold) +5,000 Magical Attack
Lesser Sunball- (Spell, Wizard Magic, Fire & Light, 30,000 MP, 30,000,000 Gold) +30,000 Magical Attack, 60% inflicts Awestruck, 60% inflicts Burning
Love Hurts- (Spell, Enchantment, Fire, 5,000 MP, 5,000,000 Gold) All individuals in battle afflicted with Charm take 500,000 Flat Fire or Light or Darkness element Damage
Mega Aqua Gigas-Body Burst- (Spell, Wizard Magic, Water, 360,000 MP, 135,000,000 Gold) +135,000 Magical Attack, 13,500 CON Damage, 60% inflicts Wounded: Bleeding, 60% inflicts Pain, 30% inflicts Drowning
4 Minor Haste- (Spell, Chronomancy, Time, 300 MP, 80,000 Gold) 5% inflicts Haste
Miracle- (Spell, Divine Magic, Light & Darkness, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Caster must have a Patron Deity, Has RP effects
Mystic Bomb- (Spell, Wizard Magic, Magic, 7,000 MP, 2,000,000 Gold) +2,000 Magical Attack, 1 hit against 19
2 One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Polymorph: Goblin- (Spell, Transmutation, Earth, (Target’s Max HP, Counting Buffs) MP, 97,000 Gold) Target becomes a Goblin, Does not work on unique targets, Does not work on targets above Level 5, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Animals if caster does not have the ability Transmuter, Caster must be Level 5 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
Polymorph: Moonflower- (Spell, Transmutation, Magic, (Target’s Max HP, Counting Buffs) MP, 750,000 Gold) Target becomes a Moonflower, Does not work on unique targets, Does not work on targets above Level 20, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Plant if caster does not have the ability Transmuter, Caster must be Level 20 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
Polymorph: Rabbit- (Spell, Transmutation, Light, (Target’s Max HP, Counting Buffs) MP, 97,000 Gold) Target becomes a Level 1 Rabbit, Does not work on unique targets, Does not work on targets above Level 5, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Animals if caster does not have the ability Transmuter, Caster must be Level 5 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
2 Polymorph: Thesaline Rose- (Spell, Transmutation, Light, (Target’s Max HP, Counting Buffs) MP, 97,000 Gold) Target becomes a Thesaline Rose, Does not work on unique targets, Does not work on targets above Level 10, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Plants if caster does not have the ability Transmuter, Caster must be Level 10 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
2 Polymorph: Wodoshohai- (Spell, Transmutation, Electrical, (Target’s Max HP, Counting Buffs) MP, 500,000 Gold) Target becomes a Wodoshohai, Does not work on unique targets, Does not work on targets above Level 20, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Bio-Horror if caster does not have the ability Transmuter, Caster must be Level 20 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
2 Paralyze Other- (Spell, Wizard Magic, Earth, 50 MP, 3,000 Gold) 55% Inflicts Paralysis
2 Pyramidal Necromancy: Call the Desert's Dead- (Spell, Necromancy, Earth & Fire & Darkness, 580 MP, 39,000 Gold) Summons 4 Sildrizan Dead, Max 20 Summoned, Max 40 summoned if caster has the ability Necromancer, Embalmer, or Pyramidic Necromancer, This spell's summons come from the Enemy List and do not level
3 Pyramidal Necromancy: Life-and-Water-Draining Hand- (Spell, Necromancy, Earth & Fire, 70 MP, 40,000 Gold) +40 Melee Attack, +40 Magical Attack, Deals Drain against individuals below Level 20, 50% inflicts Fatigued: Dehydrated, 50% inflicts Stat Drain: CON Drain
Pyramidal Necromancy: Temporary Corpse Preservation- (Spell, Necromancy, Earth & Light, 90 MP, 31,000 Gold) Target dead ally does not count the next 5 rounds that pass for purposes of rounds passed since death
Restorative Invocation of Innocence- (Spell, Healer Magic, Light, 40 MP, 110,000 Gold) +111 Magical Attack, Heals, Restores 50 SPI damage
Restorative Invocation of the Celestial City- (Spell, Healer Magic, Light, 800 MP, 11,000,000 Gold) +11,111 Magical Attack, Heals, Heals 1,000 SPI damage
Revive Being- (Spell, Healer Magic, Light & Water, 50,000 MP, 360,000,000 Gold) 50% Resurrects target if it is within 15 rounds of target's death
Song to Light the Rain Ablaze- (Spell, Bardic Magic, Fire & Water, 5,000 MP, 5,000,000 Gold) Attaches an effect to target Zone of Water that does not stack on the same Zone or across zones that deals 250,000 Flat Fire element Damage to each individual in said zone at the start of each round
Summon Ice Demon- (Spell, Demon Magic, Ice, 65,000 MP, 1,140,000 Gold) Summons 1 Ice Demon from the enemy list, Max 10 summoned, This spell's summons have an 80% chance of being uncontrolled
Supreme Command of Opening- (Spell, Wizard Magic, Physical & Darkness & Nobility & Glory, 1,800,000 MP, 180,000,000 Gold) All opposing Large Structures below Level 80 have their Resilience set to 0% until the end of the round as a non-stacking debuff, Caster obtains a buff that causes individuals below Level 90 may not prevent caster from entering or leaving a battlespace until the end of the round as a non-stacking buff on caster, Caster must be Level 40 or greater and must possess the ability 'Adept Wizard Magic Attunement'
Terrain Spell of the Desert: Desert's Lesser Fists of Day and Night- (Spell, Geomancy, Earth, 190 MP, 70,000 Gold) +45 Magical Attack, +45 Melee Attack, 2 hits against 1, deals 3/4 damage, this attack's first hit is solely Fire element and has a 15% chance of inflicting Burning, this attack's second hit is solely Ice element and has a 15% chance of inflicting Frozen, The terrain or phantom terrain must be Desert to cast this spell
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
17 Transcribe Text- (Spell, Artiface, Magic, 150 MP, 145,000 Gold) Creates a copy of target non-unique Book or Tome and gives said copy to a willing target, who may or may not choose to immediately equip it or replace a current piece of equipment with it, lasts 5 rounds, May be used to create more permanent copies of various texts in RP threads
3 Transmutative Augmentation: Augmented Agility- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 AGI, stacks 5 times
2 Transmutative Augmentation: Augmented Constitution- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 CON, stacks 5 times
5 Transmutative Augmentation: Augmented Defense- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Defense, stacks 5 times
4 Transmutative Augmentation: Augmented Mind- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 MIN, stacks 5 times
2 Transmutative Augmentation: Augmented Power- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Melee Attack, +70 Ranged Attack, and +70 Magical Attack, stacks 5 times
5 Transmutative Augmentation: Augmented Solidarity of Form- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +30 Defense against Stat Damage, stacks 5 times
6 Transmutative Augmentation: Augmented Spirit- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 SPI, stacks 5 times
5 Transmutative Augmentation: Augmented Strength- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 STR, stacks 5 times
Transmutative Augmentation: Disease-Cleansing Body- (Spell, Transmutation, Magic, 400 MP, 91,000 Gold) Target gains 30% Disease Resistance and target's natural chance of recovering from Disease increases to 50% per round, does not stack
8 Transmutative Augmentation: Insuppressible Immune System- (Spell, Transmutation, Magic, 900 MP, 139,000 Gold) Target gains Immunity to Diseased: Immunodeficiency and is immediately cured of Diseased: Immunodeficiency, does not stack
3 Transmutative Augmentation: Poison-Cleansing Body- (Spell, Transmutation, Magic, 400 MP, 91,000 Gold) Target gains 30% Poison Resistance and target’s natural chance of recovering from Poison increases to 50% per round, does not stack
Transmute Arms: Flesh-Lance Arms- (Spell, Transmutation, Magic, 670 MP, 210,000 Gold) Target gains +600 Melee Attack and +5% Critical for each unfilled Weapon slot, to a max of 4 such slots, target counts as having a Spear equipped for purposes of accessing target’s abilities for each such slot, target loses these bonuses if those slots become filled, overrides other Transmute Arms spells, does not stack
2 Transmute Element: Water- (Spell, Transmutation, Water, 700 MP, 100,000 Gold) Target willing individual’s element becomes Water
2 Transmute Essence: Elemental- (Spell, Transmutation, Magic & Air & Earth & Fire & Water, 1,000 MP, 150,000 Gold) Target willing individual's subtype becomes Elemental
5 Transmute Form: Body of Steel- (Spell, Transmutation, 210 MP, Magic, 60,000 Gold) Target gains +350 Defense, Electrical attacks that hit target also hit two of target’s allies, overrides other Transmute Form spells, does not stack
4 Transmute Form: Body of Wood- (Spell, Transmutation, 80 MP, Magic, 40,000 Gold) Target gains +210 Defense, Target gains 150% Fire Weakness, overrides other Transmute Form spells, does not stack
3 Transmute Head: Pale Eyes- (Spell, Transmutation, Darkness & Earth, 700 MP, 280,000 Gold) Target gains 150% to Hit and 500% Impaired: Blind weakness, target is immediately afflicted by Impaired: Blind at the start of every round if target is within a Zone of Light, does not affect
2 Vanishing Sunrise- (Spell, Ethereal Magic, Aether & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Caster obtains a non-stacking buff that causes individuals in the same battlespace who are below Level 100 who are not 20 or more Levels greater than caster to not check for per-round status effect recovery / wearing-off chances at the start of each round
Warp Flesh- (Spell, Transmutation, Magic & Technology, 900 MP, 402,000 Gold) Converts 100 of target’s stat points in one stat into an equal number of points in another stat, or gives target -50 to any one stat, Does not work on unwilling targets 10 Levels or more higher than caster or on unwilling targets above Level 80
Water Breathing- (Spell, Wizard Magic, Water, 200 MP, 200,000 Gold) Target gains 30% Drowning Resistance and Immunity to Drowning against sources below Level 20

Pets-
438 Botanist (3)- (Pet, Human, Earth & Technology, Lv.1, 500,000 Gold)
HP- 300
MP- 300
STR- 11
AGI- 15
CON- 20
MIN- 22
SPI- 20
XP- 0
XP Needed- 1,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- 10, +20 against Earth
Defense against Stat Damage- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 5% Plant Resistance, 70% Minor Status Effect Resistance
Prime Attribute- Mind
Constant Effects-
Archetype- Possessor counts as having an ability that is named 'Botanist', as having 1 Botanist ability, as having 1 Plant pet, and may count as being the Plant subtype, Constant Effect
Bolster Plants- Possessor's Plant allies gain +10 to all stats, Constant Effect
Abilities-
Drain Seeds- 20 Damage, inflicts HP Drain, Earth, 0 MP
Heal Plant- 50 Damage, Heals, Only affects Plants, Earth & Technology, 5 MP
Boost Plant- +10 to all stats, Only affects Plants, stacks 10 times, Earth & Technology, 15 MP

!Greater Solar Elephant
Level 57
Solar Being, Fire & Light
HP- 2,350,000
MP- 1,925,000
STR- 31,000
AGI- 11,250
CON- 21,350
MIN- 12,350
SPI- 14,250
XP- 0
Defense- 13,000, +69,000 against Fire, +69,000 against Light, +69,000 against Darkness
Defense against Stat Damage- 1,650, +20,000 against Fire, +20,000 against Light, +20,000 against Darkness
Critical Chance- 67%
Resilience- 76%
To Hit- 155%
Dodge- 30%
Resistances and Immunities- Absorbs Fire, Absorbs Light, Light Immunity from sources below level 67, Physical Immunity, 80% Darkness Resistance, 300% Darkness Weakness, Burning Immunity, Voidstruck Immunity, Hexed Immunity, Dissease Immunity, Stat Drain Immunity, 90% Minor Status Effect Resistance, 60% Moderate Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- (Strength + Constitution) / 2
Constant Effects-
Messenger of the Sun's Wrath- Possessor ignores any Darkness Weakness that possessor possesses against sources below Level 97, Constant Effect
Crafted Sun-Beast- Possessor gains the subtype Solar Being and the subtype Animal, Constant Effect
Massive- Possessor gains +1,000,000 HP, +50% Resilience, and +15,000 STR, Possessor may choose to count as up to 5,000 individuals in its row for row-order-purposes, Constant Effect
Momentum- Possessor gains +1,000 STR, +1,000 AGI, +1,000 CON, and +1,000 SPI at the start of every round of battle as a buff that lasts until the end of battle that stacks 40 times, Constant Effect
Flame-Bearer- Possessor may deal 200,000 Flat Fire element Damage to any individual who conducts an offensive action against possessor at the start of said action, Quantities or Fire-element Damage dealt by possessor's allies are increased by 15,000 points as a non-stacking effect, Constant Effect
Regenerative Body of Fire- Possessor regenerates 100,000 HP at the start of each round, Constant Effect
A History of Light and Flame- Possessor suffers no negative effects from the status effect Awestruck or the status effect Burning, Possessor gains +50,000 Defense while afflicted with either such status effect, Constant Effect
Abilities-
Holocaust Charge- 28,500 Damage, 100% may inflict Wounded, Burning, or Fatigued: Stun, may gain 1 hit against 15, deals full Damage to targets below Level 40 in the back row, Physical or Fire or Light or Physical & Fire or Physical & Light, 0 MP
City-Incenerating Stomp- 35,500 Damage, Deals double Damage (to a max of 10,000,000 additional Damage) to Large Structures as an effect that does not stack with itself or with other effects that multiply Damage against Large Structures, 100% inflicts Entombed, 1 hit against 500,000, Fire & Light, 0 MP
Flame Spray- 23,100 Damage, 100% may inflict Burning, 1 hit against 50, Fire, 0 MP
Atomic Noise- 17,000 Damage, 100% may inflict Poison: Irradiated, 100% may inflict Impaired: Deaf, 1 hit against 50,000, Sonic & Atomic, 56,000 MP
Gaze of the Distant Crucible- 45,000 Damage, -15,000 Defense to targets who are only base elements who are below Level 60, Pierces 45,000 Defense of targets below Level 60, Fire, 0 MP
Flarestorm- 10,000 Damage, 120% inflicts Burning, 100% may inflict Impaired: Blind, 100% may inflict Awestruck, (80% inflicts 1 hit against 100, 20% inflicts 2 hits against 100), Fire or Fire & Light, 140,000 MP
Light of Glory- 37,000 Damage, 150% inflicts Elevated on caster, 1 hit against 20,000, Light & Glory, 125,000 MP
Drops-
200,000 Gold
17,100 XP
100% Crown of the Solar Maharajah- (Accessory, Crown, Light & Fire, 16,200,000 Gold) +16,000 to all stats, 35% Fire Resistance, 35% Light Resistance, Impaired Immunity

28 Ibodian Fighter
Level 39
Machine, Technology
HP- 765,000
MP- 755,000
STR- 6,400
AGI- 9,850
CON- 7,350
MIN- 7,550
SPI- 6,430
Defense- 6000
Defense against Stat Damage- 700
Critical Chance- 35%
Resilience- 39%
To Hit- 143%
Dodge- 35%
Resistances and Immunities- 78% Minor Status Effect Resistance, 39% Moderate Status Effect Resistance, Pain Immunity, Confusion Immunity (except System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Requires Ibodian Pilot- Possessor obtains +4,000 to all stats if possessor possesses at least one passenger whose name includes 'Ibodian' or who possesses at least one ability or Constant Effect whose name includes 'Ibodian', Constant Effect
Starship- Possessor gains the subtype Vessel, Constant Effect
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Abilities-
Dual Blaster Cannons- 3,500 Damage, 2 hits against 50, Technology & Energy, 0 MP
Strafe- 3,000 Damage, 1 hit against 20,000 targets in the same row, Technology & Energy, 15,000 MP
Systems Boost- Caster obtains +2,000 AGI and +2,000 MIN, lasts 5 rounds, stacks 3 times, Technology or Energy, 50,000 MP

Ibodian Ship Mechanic
Level 21
Alien, Technology
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 42% Minor Status Effect Resistance
Prime Attribute- Agility or Mind
Constant Effects-
Ibodian Racial Pride- Possessor may not be afflicted with Charm from sources below Level 15 whose name does not include 'Ibodian', Constant Effect
Ibodian Mechanic- HP Healing that possessor deals to targets whose name includes 'Ibodian' is increased by # points, Constant Effect
Abilities-
Ibodian Wrench- # Damage, Technology & Physical, 0 MP
Ball-Breaking Wrench- # Damage, 50% inflicts Pain, target, if below Level 25, may not use Orb weapons for 3 rounds, Physical, 0 MP
Repair Starfighter- # Damage, Heals, May only target Machines or Vessels, Technology & Psychic, # MP
Internal Repairs- Caster regenerates # HP if caster is a Vessel, Vessels who obtain possessor as a passenger may choose at the time they obtain possessor as a passenger to gain this ability, does not stack, Physical & Technology, # MP

6 Ibodian Star Pilot
Level 25
Alien, Technology
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Minor Status Effect Resistance
Prime Attribute- Agility or Mind
Constant Effects-
Ibodian Racial Pride- Possessor may not be afflicted with Charm from sources below Level 20 whose name does not include 'Ibodian', Constant Effect
Ibodian Pilot- Vessels with possessor as a passenger whose name includes 'Ibodian' obtain +# to all stats, +#% To Hit, and +#% Dodge as non-stacking bonus, Constant Effect
Abilities-
Ibodian Blaster- # Damage, Technology & Energy, 0 MP
Snap-Deploying Pool Cue- # Damage, 15% inflicts Confusion: Surprised on the first round of battle, Physical, 0 MP
Fading Call: Ibodian Fighters- # Damage, 1 hit against 500, Technology & Energy, # MP
Evasive Maneuvers- Caster gains +#% Dodge if caster is a Vessel, Vessels who obtain possessor as a passenger may choose at the time they obtain possessor as a passenger to gain this ability, does not stack, Air & Technology, # MP

78 Laser-Bloom Flower- (Pet, Plant, Light, Lv.15, 5,000,000 Gold)
HP- 95,000
MP- 70,000
STR- 1,500
AGI- 1,150
CON- 1,500
MIN- 1,450
SPI- 1,650
XP- 0
XP Needed- 50,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- 1,450, +1,540 against Light
Defense against Stat Damage- 75
Critical Chance- 17%
Resilience- 14%
To Hit- 118%
Dodge- 17%
Resistances and Immunities- 90% Light Resistance, 50% Earth Resistance, 50% Fire Resistance, 100% Darkness Weakness, Fatigued Immunity
Prime Attribute- Spirit
Constant Effects-
Botanist Affinity- Possessor gains +900 to all stats if possessor has an ally with the ability 'Botanist', Constant Effect
Abilities-
Bloom Ray- 5,000 Damage, 15% inflicts Impaired: Blind, Light, 0 MP
Photosynthesis- 15,000 Damage, Heals HP and MP, affects caster only, Light or Earth or Light & Earth, 0 MP
Wide Blast- 3,500 Damage, 10% inflicts Awestruck, 1 hit against 3, Light, 3,000 MP

87 Lesser Treant- (Pet, Plant, Earth, Lv.20, 10,000,000 Gold)
HP- 165,000
MP- 130,000
STR- 2,400
AGI- 1,500
CON- 2,150
MIN- 1,920
SPI- 1,990
XP- 0
XP Needed- 95,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- 2,050, +2,150 against Earth, +2,150 against Psychic, +2,150 against Water, +2,150 against Air
Defense against Stat Damage- 150
Critical Chance- 21%
Resilience- 23%
To Hit- 118%
Dodge- 12%
Resistances and Immunities- 70% Earth Resistance, 50% Water Resistance, 50% Physical Resistance, 50% Fire Weakness, 50% Destruction Weakness, Impaired Immunity
Prime Attribute- Strength
Constant Effects-
Guardian of the Forest- All allied Plants gain +500 Defense, all allied Animals gain 250 Defense, stacks 200 times, Constant Effect
Photosynthesis- Possessor regenerates 2,500 HP and 25,000 MP while in a Zone of Earth, in a Zone of Light, or in a type of terrain or phantom terrain that is some sort of forest that does not have the word 'Dark', 'Shadow', or 'Haunted' in its name, Constant Effect
Abilities-
Fist of Wood- 6,500 Damage, 175% inflicts Fatigued: Stun, Physical or Earth, 0 MP
Restore Plants- 21,000 Damage, Heals, Deals 5x normal damage when only healing and providing positive effects, only affects Plants, Earth or Life, 0 MP
Gather Mana- 10,000 Damage, Deals MP Damage, Heals, affects caster only, Magic or Air, 0 MP
Strength of the Forest- +400 STR, +400 CON, +400 HP, stacks 20 times, Earth or Life, 10,000 MP
Ironwood- +1,000 Defense, only affects Plants, stacks 10 times, Earth, 9,500 MP

16 Mid-Sized Ibodian Transport
Level 39
Machine, Technology
HP- 765,000
MP- 755,000
STR- 6,400
AGI- 8,850
CON- 8,350
MIN- 7,350
SPI- 6,430
Defense- 10,000
Defense against Stat Damage- 1,000
Critical Chance- 34%
Resilience- 40%
To Hit- 145%
Dodge- 33%
Resistances and Immunities- 78% Minor Status Effect Resistance, 39% Moderate Status Effect Resistance, Pain Immunity, Confusion Immunity (except System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Requires Ibodian Pilot- Possessor obtains +4,000 to all stats if possessor possesses at least one passenger whose name includes 'Ibodian' or who possesses at least one ability or Constant Effect whose name includes 'Ibodian', Constant Effect
Starship- Possessor gains the subtype Vessel, Constant Effect
Passenger Capacity (200)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Abilities-
Blaster Cannon- 3,500 Damage, 1 hits against 50, Technology & Energy, 0 MP
Shield Boost- Caster obtains +3,000 Defense and +250 Defense against Stat Damage, lasts 5 rounds, stacks 6 times, Technology & Energy, 50,000 MP
Systems Boost- Caster obtains +2,000 AGI and +2,000 MIN, lasts 5 rounds, stacks 3 times, Technology or Energy, 50,000 MP

10 Minion- (Pet, Human, Darkness, Lv.1, 500 Gold)
HP- 100
MP- 10
STR- 10
AGI- 10
CON- 10
MIN- 10
SPI- 10
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 3
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength + Mind
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Assist- +1 Defense to controller, Physical, 0 MP

Unisus- (Pet, Monster, Air & Light, Lv.8, 690,000 Gold)
HP- 22,000
MP- 19,000
STR- 245
AGI- 420
CON- 130
MIN- 160
SPI- 650
XP- 25,000,000
XP needed- 17,500 (Standard Multiplier x1)
Minimum Level- 2
Defense- 300, +300 against Light, +175 against Air
Defense against Stat Damage- 3
Critical Chance- 4%
Resilience- 7%
To Hit- 108%
Dodge- 10%
Resistances and Immunities- 70% Light Resistance, 20% Earth Resistance, 10% Air Resistance, 30% Darkness Weakness, 15% Awestruck Resistance
Prime Attribute- Strength
Constant Effects-
Aura of Happiness- Allies' Charm infliction chances rise by 15%, Enemies' Confusion: Depression infliction chances decrease by 25%, does not stack across multiple possessors, Constant Effect
Abilities-
Horn Spear- 610 Damage, 20% Inflicts Wounded: Injured, Physical, 0 MP
Shining Horn- 670 Damage, 20% inflicts Awestruck, Light, 0 MP
Dazzling Wing Buffet- 650 Damage, 10% Inflicts Charm, 10% inflicts Awestruck, 1 hit against 15, Light, 0 MP
Prance Happily- Cures caster of Confusion: Depression, +15% Dodge, affects caster only, does not stack, lasts 5 rounds, Light, 200 MP
Purify- Cures Poison, Cures Disease, 75% Cures Hexed, Light, 400 MP
Vitify- 90% Cures Stat Drain, +101 CON, stacks 5 times, Light, 900 MP
Short-Distance Ride- Switches target willing ally's row to any row within the same row formation, Air, 500 MP
Awards-
'Got 20th Place in an Apple-Bobbing Contest, Grabbing 9 Apples in 1 minute'
w/ Celestial Sun Resistance- Possessor gains 15% Fire Resistance, 15% Light Resistance, 30% Burning Resistance, and 30% Awestruck Resistance, Possessor may survive on suns as an RP effect, Quest Enchantment (already added into stats)
Celestial Health Boon- +5,000 HP if possessor is Light element, is a Celestial, has any Celestial allies, or has any allies with the ability 'Justicar', Quest Enchantment (already added into stats)
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

*Wally the Bard - (Pet, Human, Water, Level 59, 76,418,000 Gold)
HP- 3,900,000
MP- 6,050,000
STR- 27,000
AGI- 38,000
CON- 43,000
MIN- 59,000
SPI- 72,000
XP- 0
XP Needed- 499,200,000 (Standard Multiplier x3, Raised to x60 to bypass Level 59)
Minimum Level- 1
Defense- 22,100, +221,000 against Magic, +221,000 against Light, +221,000 against Water, +221,000 against Sonic, +221,000 against Wood
Defense against Stat Damage- 5,525
Critical Chance- 63%
Resilience- 61%
To Hit- 188%
Dodge- 86%
Resistances and Immunities- 80% Magic Resistance, 80% Light Resistance, 50% Wood Resistance, 40% Sonic Resistance, 20% Darkness Weakness, Confusion Immunity, Poison Immunity, Stat Drain Immunity, 120% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Full of Pep with Spring in his Step- At the start of every round, possessor has an 95% chance of being cured of each debuff from a source under level 80, minor status effect, or moderate status effect affecting him, Constant Effect
Fashion Expert- Possessor's controller gets +5,000 to all stats for each Clothing, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped (to a max of 200 such items), Constant Effect
Backup Musician- Possessor may maintain any Bardic Music spell that may normally be maintained by possessor's controller that is worth under 90,300,000 Gold; maintaining said spell takes possessor's actions, Constant Effect
Spry Fellow- Possessor gains +38,000 AGI and +50% Dodge, Constant Effect
Indexed Effects-
I'll Hit You With My Sitar!- Possessor's damage dealing actions count as dealing an additional 4,000 damage if possessor chooses such, Constant Effect
Added Effects-
Can't Stop The Music- Possessor's abilities cannot be cancelled by sources below level 60, possessor gains Impaired: Mute Immunity, Constant Effect
Cloaked in the Winter of Waerdael- Possessor may deal 5,000 flat Ice element damage to an equal number of allies and enemies at the start of each round, to a max of 30 such targets, Constant Effect
Grace of Seirudiel- Possessor gains 15% Dodge and +50 AGI, Constant Effect
One-Man Band- Possessor counts as a musical instrument of every type being equipped for purposes of possessor's controller's instrument-dependent Bardic Music, Possessor's actions may count as involving 5 Instruments, Constant Effect
Large Repertoire of Songs- Possessor may change any three base elements of any of possessor's abilities at the start of a round up to 5,000 times per thread as a buff that stacks 20 times, Constant Effect
Musical Reverb- Possessor may repeat one action that possessor performed during the last round that was one of possessor's nautral, non-Overcrash actions that was Sonic element before possessor's first action of each round that is not the first round of battle, Constant Effect
Abilities-
Elemental Serenade- 40,000 Damage, Any one base element or Wood or Sonic or Metal or Glory or Nobility, 0 MP
Off-Tune Accordion- 80,000 Damage, inflicts Confusion, may deal 1/3 Damage to inflict 1 hit against 30,000, Air, 0 MP
Jaunty Tune- 450,000 Damage, Heals, may deal 1/3 Damage to inflict 1 hit against 30,000, Light & Air, 0 MP
Tune of the Newly Ill Cat- 185,000 Damage, Deals MP Damage, may inflict Pain: Discomfort, 145% may inflict Mindblasted, may deal 1/3 damage to inflict 1 hit against 30,000, Darkness & Air, 0 MP
Resounding Music of the Water- Caster's next action which may affect at least 4 targets affects 2,500 more targets, does not stack, Water, 0 MP
Rousing Tune- Cures any one minor status effect or debuff that comes from a source below Level 80, 1 hit against 30,000, Light, 900 MP
Ballad of the Swan- +35,000 AGI, stacks 4 times, Air, 1,400 MP
Dissonance Blast- # Damage, inflicts Stat Drain, inflicts Confusion, inflicts Suffocation: Sonic Whiplash, Inflicts Suffocation: Sonic Assault, Air & Sonic, 5,000 MP
Unending Tune of the Ancient King- +22,000 to all stats, this buff does not vanish when its possessor dies, does not stack, Glory & Time & Sonic, 1,000,000 MP
All-Boosting Song- +15,000 to all stats, stacks 3 times, Sonic & Magic, 500,000 MP
Allegro- Target gains +35,000 to its turn-order-determining stat sum for turn-order-determining purposes, does not stack, Sonic & Air, 450,000 MP
Indexed Abilities-
STR-Boosting Song- +50 STR, stacks 3 times, Air & Earth & Magic, 500 MP
AGI-Boosting Song- +50 AGI, stacks 3 times, Air & Earth & Magic, 500 MP
CON-Boosting Song- +50 CON, stacks 3 times, Air & Earth & Magic, 500 MP
MIN-Boosting Song- +50 MIN, stacks 3 times, Air & Earth & Magic, 500 MP
SPI-Boosting Song- +50 SPI, stacks 3 times, Air & Earth & Magic, 500 MP
ATK-Boosting Song- +50 Melee Attack, +50 Ranged Attack, +50 Magical Attack, +100 Damage to the Damage values of all abilities, stacks 3 times, Air & Earth & Magic, 500 MP
DEF-Boosting Song- +50 Defense, +5 Defense against Stat Damage, stacks 3 times, Air & Earth & Magic, 500 MP
Echoing Melody of the Wounded Dancer- 50% inflicts Stat Drain: AGI Drain, 30% inflicts Wounded, 1 hit against 5, Darkness & Physical & Air, 1,550 MP
Tune of Quick Travel- Target willing individual is considered to be unable to be within a selected zone or phantom terrain that comes from a source below Level 30 so long as said zone or phantom terrain does not have any effects attached to it that come from sources Level 40 or higher, +500 AGI, stacks 5 times, Air & Earth, 900 MP
Stat-Boosting Song- +750 to all stats, stacks 3 times, Air & Earth & Magic, 750 MP
Triumphant Procession- +2,000 to all stats, does not stack, 1 hit against 100, Air, 1,100 MP
Song of the Wandering Minstrel- 90% inflicts Charm: Wanderlust, 1 hit against 50, Earth & Air, 400 MP
Sweet Love Song- 100% inflicts Charm: Lovestruck, Fire & Air, 800 MP
The Wind Giant's Lament- 1,600 AGI Damage, Inflicts Hexed: Deelementalized: Air Deelementalization, Inflicts Confusion: Depression on Air element targets, deals 1/2 Damage, 1 hit against 30, Air, 5,000
Select Sections of 'The Parade of Happiness'- Gives target 100% Minor Status Effect Resistance, Cures any one minor status effect, +2,000 SPI, lasts 30 rounds, does not stack, Light, 1,500 MP
Song that Gets Stuck in Everyone's Head- Target loses a buff slot and a summon slot, Affects targets below Level 80, stacks 5 times, Magic & Psychic & Air, 2,500 MP
Do the Wally!- +2,000 AGI, +2,000 SPI, inflicts Invigorated: Zesty, 1 hit against 200, does not stack, Air & Light, 6,000 MP
Resonant Echo- 35,000 Damage, 1,000 CON Damage, 10,000 Defense Damage that counts as Stat Damage and may be cured by anything that would cure CON Damage, Earth, 40,000 MP
Tempo Adjustment- May deal 2,000 AGI Damage, May provide +2,000 AGI as a buff that stacks 4 times, may inflict Augmented: Haste, may inflict Impaired: Slow, Air or Magic, 500 MP
Song of the Flaming Lord- 45,000 Damage, 100% inflicts Burning, deals 2/3 Damage, 1 hit against 300, Fire, 20,000 MP
Symphonic Assault- 40,000 Damage, 100% inflicts Suffocation: Sonic Assault, 100% inflicts Suffocation: Sonic Whiplash, 100% may inflict Awestruck, 100% may inflict Charm: Impressed, Sonic, 50,000 MP
Awards-
8 Fame
Has Reached Round 41 in a Pet Endurance Match
Was on Team Selereth in the Knot
Was Involved With the Defeat of the Cultists of Bez'Bekklin in the Knot of Trelheis
Was Involved With the Defeat of Lureikimo Bekklin in the Knot of Trelheis
Witnessed the Self-Destruction of Neleimo Bekklin in the Knot of Trelheis
Was Involved in the Defeat of Banserro Bekklin in the Knot of Trelheis
Involved in the Rescue of Tzormod the Cursed in the Knot of Trelheis
Was Involved With the Defeat of the New Dark Empire in the Knot of Trelheis
Was Involved With the Defeat of Klordos the Unformed in the Knot of Trelheis
Was Involved With the Defeat of Ireimeki of Dendeloon in the Knot of Trelheis
Was Involved With the Defeat of Iron Judge Ureshkilon in the Knot of Trelheis
Was Involved With the Defeat of Bolvurikk, The King of Rats in the Knot of Trelheis
Defeated the Guardian Monster The Flamingo Problem in the Knot of Trelheis, Allowing Access To An Entry Point to the Second Ring
Defeated the Dread Librarian in the Knot
Entered the Third Ring of Knot
Reached The Center Of The Knot
Faced A Plot Foe In A Major Conflict
Defeated Doctor Catastrophe's First Form In The Knot
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Transformations-
*Charming's Higher Self (Level 20 Version)
Level 20 Boss
Human, Magic & Light
HP- 14,550,815
MP- 14,760,222
STR- 8,100
AGI- 9,900
CON- 9,100
MIN- 9,600
SPI- 9,900
XP- 0
Defense- 4,500, +5,000 against Magic, +5,000 against Light
Defense against Stat Damage- 1,300
Critical Chance- 40%
Resilience- 40%
To Hit- 140%
Dodge- 40%
Resistances and Immunities- Magic Immunity, Light Immunity, Air Immunity, 50% Metal Resistance, 90% War Resistance, Immune to all minor and moderate status effects, Immune to stat damage
Prime Attribute- Spirit
Constant Effects-
Prince Charming- All allies have stats, HP, MP, and damage dealt doubled, Possessor summons 5 Beautiful Spellcasting Maiden from Prince Charming's Fan Club every 5 rounds, Boss Effect
Overly Trusting- Actions from an individual whose last three actions directed at possessor were non-offensive deal double damage (to a max of 1,000,000 additional points) and ignore possessor's Immunities, Constant Effect
Trendy Dresser- Possessor counts as wearing 1 Clothes and gains +2,000 Defense, Constant Effect
Charming Smile- Possessor may inflict Charm on up to 5 targets at the start of every round, Constant Effect
Charming Leadership- Possessor may declare at the start of any action for any individual, not counting possessor, that is currently afflicted with Charm with possessor as the source of said affliction to gain a non-stacking +3,000 to all stats for the duration of said action, Constant Effect
Glory in Solitude- Possessor loses all elementally-based immunities and absorptions, replacing them with 99% Resistances, if any opponents are unique, Constant Effect
Abilities-
Singing Sword- 11,000 Damage, May inflict Charm, Air & Magic or Air & Physical or Air & Light, 0 MP
Sonic Voice- 12,000 Damage, 90% inflicts Suffocation: Sonic Whiplash, Sonic, 10,000 MP
Celestial Sparkle Blast- 12,500 Damage, 100% inflicts Awestruck, 1 hit against 15, Light or Magic & Light, 60,000 MP
Ballad of the Kindly Prince- Caster's allies are dealt 60,000 points of Flat Light element HP Healing, Caster's allies gain +1,000 to all stats, stacks 3 times, Light & Magic & Air, 160,000 MP
Blessing of Light- +1,000 to all stats, inflicts any minor positive status effect, stacks 2 times, Light, 50,000 MP
Earth's Bounty- 12,500 Damage, Heals, Cures all minor negative status effects, 1 hit against 15, Earth, 65,000 MP
Shining Eyes- 12,200 Damage, Inflicts Awestruck, 90% inflicts Impaired: Blind, Light, 40,000 MP
Drops-
400,000 Gold
40,000 XP

*Charming's Higher Self (Level 40 Version)
Level 40 Boss
Human, Magic & Light & Nobility
HP- 359,187,200
MP- 320,110,200
STR- 32,100
AGI- 37,900
CON- 36,100
MIN- 37,600
SPI- 39,900
XP- 0
Defense- 16,500, +16,000 against Magic, +16,000 against Light
Defense against Stat Damage- 5,200
Critical Chance- 80%
Resilience- 80%
To Hit- 180%
Dodge- 80%
Resistances and Immunities- Magic Immunity, Light Immunity, Air Immunity, Nobility Immunity, 50% Metal Resistance, 90% War Resistance, Immune to all minor and moderate status effects, Immune to stat damage
Prime Attribute- Spirit
Constant Effects-
Prince Charming- All allies have stats, HP, MP, and damage dealt doubled, Possessor summons 5 Beautiful Angelic Maiden from Prince Charming's Fan Club every 5 rounds, Boss Effect
Overly Trusting- Actions from an individual whose last three actions directed at possessor were non-offensive deal double damage (to a max of 100,000,000 additional points) and ignore possessor's Immunities, Constant Effect
Trendy Dresser- Possessor counts as wearing 1 Clothes and gains +2,000 Defense, Constant Effect
Charming Smile- Possessor may inflict Charm on up to 500 targets at the start of every round, Possessor ignores the Charm Immunity of individuals below Level 40, Constant Effect
Charming Leadership- Possessor may declare at the start of any action for any individual, not counting possessor, that is currently afflicted with Charm with possessor as the source of said affliction to gain a non-stacking +3,000 to all stats for the duration of said action, Constant Effect
Sun Queen's Champion- Possessor's actions may become solely Light element, Possessor may control the actions of lower-Level Solar Beings who are below Level 40, Constant Effect
Glory in Solitude- Possessor loses all elementally-based immunities and absorptions, replacing them with 99% Resistances, if any opponents are unique, Constant Effect
Abilities-
Brilliant Sword- 45,000 Damage, May inflict Charm and/or Awestruck, Light & Magic or Light & Physical or Magic & Light or Light & Glory, 0 MP
Miniature Sunburst- 51,000 Damage, 200% inflicts Awestruck, 150% may inflict Impaired: Blind, 150% may inflict Burning, 1 hit against 1,500, Light or Fire & Light, 60,000 MP
Ballad of the Kindly Prince- Caster's allies are dealt 510,000 points of Flat Light element HP Healing, Caster's allies gain +20,000 to all stats, stacks 3 times, Light & Magic & Air, 160,000 MP
Blessing of Light- +30,000 to all stats, inflicts any minor or moderate positive status effect, stacks 2 times, Light, 50,000 MP
Shining Eyes- 48,200 Damage, Inflicts Awestruck, 150% inflicts Impaired: Blind, Light, 40,000 MP
Reflective Shield- Caster reflects the next action from a source below Level 40, Light & Ice, 100,000 MP
Sun Song- Caster's allies obtain +20,000 to all stats and 50% Light Resistance, Light, 200,000 MP
Drops-
1,600,000 Gold
160,000 XP

131 Desert Corsair Warship- (Transformation, Vessel, Earth, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 24,000
CON- 22,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 3,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Minor Status Effect Immunity, 50% Moderate Status Effect Resistance, Entombed Immunity, Drowning Immunity
Prime Attribute- Agility
Constant Effects-
Sand Fortress Ship- Possessor counts as a Vehicle and a Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Desert Corsair’ gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Desert Corsair Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- 50% Cured of any negative effect from a source below level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannons- 30,000 Damage, Inflicts Entombed, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +4,000 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50, affects caster only, Earth, 80,000 MP
Sand Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Earth, 80,000 MP

Palatial Void-Drifting Citydome- (Transformation, Vessel, Technology, 20,000,000 Gold)
Level 35
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 35
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Darkness Resistance, 50% Light Resistance, 50% Ice Resistance, 50% Air Resistance, 5% Astral Being Resistance, Immune to Voidstruck, Frozen, Suffocation, Drowning, Impaired, Confusion, Pain, Poison, Diseased, and Charmed, 70% Minor Status Effect Resistance, 35% Moderate Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Drifting Void-City- Possessor gains the subtypes Machine, Large Structure, and Astral Being, Constant Effect
Drifts Aimlessly In Void- Possessor may not voluntarily choose to move to another battlespace, Constant Effect
Ritzy- Possessor counts as being worth an additional 20,000,000 Gold, Constant Effect
Passenger Capacity (60,000)- 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
Abilities-
Low-Grade Defense Cannons- # Damage, deals half Damage, 1 hit against 2, Technology, 0 MP
Delight Passengers- Target passenger of caster is dealt # Flat Light & Technology element HP and MP Healing and has a 40% chance of being afflicted with Invigorated or Invigorated: High Morale, Light & Technology, 0 MP
Institutions of Learning- Target passenger of caster gains +# MIN, stacks 5 times, Technology & Psychic, # MP

Permanant Consumables-
Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered
Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
60 Manual of A Thousand Arts- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks and the award ‘Has used X Manual of A Thousand Arts’, cannot be used if X would become greater than 10
Snake-Eater Capsule- (Permanent Consumable, Minor Artifact, Universe, 1 Charge, 12,241,224 Gold)- Teaches user "Has Consumed X (where X = #) of the Permanent Consumable " Snake-Eater Capsule"", Cannot be used if # is already 24 or greater

Artifacts-
None

Secret Formulas-
Secret Formula- All-Eater's Sauce
Point Value- 3
Requires:
Adept Chef Proficiency
Consumes:
1 Flowing Core
1 Behemoth Steak
5,000 Hot Pepper Sauce
Produces:
All-Eater's Sauce- (Consumable, Potion, Darkness & Acid & Destruction, 1 Charge, 50,000,000 Gold) The next Food consumable that is used on target may not, during said use, inflict minor or moderate negative status effects on target, deals 500,000 less Damage to target, has its chance of inflicting major status effects on target reduced by 5%, and has all stat buffs it places on target increased by 5,000 points (as a non-stacking effect), does not stack, user must be Level 30 or greater

Secret Formula- BOOST! Cherry
Requires:
None
Consumes:
50 Cherry
1 Energy Mana Oil
1 Tall Metal Can
Produces:
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost

Secret Formula- Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
Produces:
Coffee- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 400 Gold) +2 to all stats, 20% Inflicts Invigorated

Secret Formula- Cuppa Joe
Requires:
1 Coffee Pot
1 Black Fine-Point Marker
Consumes:
1 Coffee Beans
1 Styrofoam Cup
1 Coffee Filter
1 Name Tag
Produces:
Cuppa Joe- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 5,000 Gold) +5 to all stats, 20% Inflicts Invigorated, target may choose to obtain a buff that causes target's name to change to 'Joe', lasts 25 rounds, stacks 3 times

Secret Formula- Shockolatte
Requires:
1 Espresso Machine
1 Electranine Spoon
Consumes:
5 Coffee Beans
1 Coffee Mug
3 Electrical Mana Oil
1 Chocolate
1 Milk
Produces:
Shockolatte- (Consumable, Drink, Electrical, 1 Charge, 60,000 Gold) +60 to all stats, Inflicts Invigorated, This item's name counts as including 'Coffee'

Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell

Secret Formula- Dome Builder
Requires:
Bartender
Consumes:
2 Hops
1 Wheat
1 Barley
1 Beer Stein
2 Alcohol
1 Frothy Fluid
Produces:
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times

Secret Formula- Icy Crawfish
Requires:
Bartender
Consumes:
500 Ice
15 Ice Mana Oil
1 Water Mana Oil
1 Crawfish Claw
Produces:
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds

Secret Formula- Crocodiles In Your Mind
Requires:
Bartender
Level 40
Consumes:
50 Strong Alcohol
20 Imaginary Alcohol
5 Imagination
5 Insanity (2)
50 Crocodile
Produces:
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack

Secret Formula- Yesterday, Today, And Tomorrow
Requires:
Bartender
Level 40
Consumes:
5 Strong Alcohol
5 Time
1 Empty Glass
Produces:
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect

Secret Formula- War Without Porpoise
Requires:
Bartender
Level 20
Consumes:
500 Assorted Animals
1 Shrink Ray
50 Weapon Pile
5 Strong Alcohol
1 Empty Glass
1 Tangibly Distinct Lack of Porposises
Produces:
War Without Porpoise- (Consumable, Drink, Earth & Air & Water & Technology & Fire, 1 Charge, 15,000,000 Gold) 100% inflicts Poison: Drunk on non-Abstracts, Cures Poison: Drunk on Abstracts, +1,500 to all stats of Abstracts as a non-stacking buff

Secret Formula- Intense Watermelon
Requires:
Bartender
Level 20
Consumes:
50 Strong Alcohol
50 Watermelon
1 Large Glass
Produces:
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times

Mod Run World Items-
*Valic's Resurrection Focus- (Bound Consumable, Enchanted Item, X Charges, Physical & Fire & Light & Earth, X Gold) 65% chance Ressurects target slain within the past 8 rounds, does not work or travel outside mod run worlds
*Valic's Ceremonial Robes- (Bound Armor, Robe, Physical & Light, X Gold) +250 Defense, +60 to all stats, +1,300 HP, +1,300 MP, +300 Melee attack when user has only fist weapons or no weapons eqipped, does not work or travel outside mod run worlds

Devout Worshipper of Selereth Helios-
Sun Queen's Blessing of Light- Possessor gains (Possessor Level)% Light Resistance, Worshipper Benefit
Power of the Heart of the Moon- Possessor gains +100 to all unmodified stats, Worshipper Benefit
Brilliant Light of Selereth Helios- If possessor is Level 5 or greater, possessor's Light element attacks gain a 5% chance of inflicting Awestruck, Worshipper Benefit
Sun's Holy Wrath- If possessor is Level 10 or greater, possessor's 'Magical Attack' actions deal 1.5 times Damage to Abstracts, Undead, Demons, Fiends, and Devils; If possessor is Level 10 or greater, possessor's 'Magical Attack' actions deal .5 times normal Damage to Solar Beings and Illuminated
Manly Awesomeness- If possessor is Level 15 or greater, possessor gains +500 Melee Attack, +500 STR, +500 CON, and +5,000 HP, Worshipper Benefit
Destined Victory- If possessor is Level 20 or greater, possessor is Immune to individuals below Level 20,
Light of Order- If possessor is Level 30 or greater, once per thread at the start of a round, possessor may choose for all of possessor's opponent's multiply their Sum of Relevant Attributes by 1 to get their Randomized Attribute Sum values when calculating damage for the remainder of the round, Worshipper Benefit
Collateral Damage Elimination- If possessor is Level 35 or greater, possessor may choose at the start of each round to not be able to damage allies (not including possessor) during said round, Worshipper Benefit

Awards-
Has 58 Base Stat Points
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Superior Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Luminary
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Sun Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has used 10 Manual of A Thousand Arts
Has used 12 Grandmaster's Text
Has Consumed 1 Essence Sphere of the Sun Queen's Blessing
Has Beaten 39 Bosses in Boss Rush Mode
Has Defeated Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Has Reached Round 41 in a Pet Endurance Match
Beat The Limited Event Match 'Disco Horse Dance Battle'
Has Won the "Adventurers!" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "Battle Versus the Professor" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Mr. Groggo's Dilemma" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "Winter's Grasp" Event Match
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of Combat"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Fame and Fortune"
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Legacy"
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Options"
Has Completed the Task "Test of Seeking"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Talent"
Has Completed the Task "Test of Time"
Has Completed the Mini Quest 'Test of Versatility'
Has Completed the Task "Test of War"
Has Completed the Task "Test of Wealth"
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the Mini Quest 'Trial of Remembrance'
Has Completed 5 Frequent Formula Tasks
Learned the BOOST! Cherry Formula from Carl
Learned the Coffee Formula From Carl
Learned the Cuppa Joe Formula From Carl
Learned the Shockolatte Formula From Carl
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula From The East Wind
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Has completed (1) Forays into the Temple of Orithon for Lady Thelrain
Eliminated in Round Two of the Brass Disc Tournament
Mod Run World Award: Helped Reduce the Bandit Thread of the Skyspear Mountains
Mod Run World Award: Defeated Valic, Rageweaver
Mod Run World Award: Witnessed an Excessively Odd Individual Kill Drakkas
Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'
Instrumental in the Orchestration of the Demise of Markannion and Valcont’s Loss During the Princess of Suns Incident
Was on the Celestial Lord's Team in the Princess of Suns Incident
Switched to the Holy Empire Team in the Princess of Suns Incident
Stopped the Empowerment of Bez'Bekklin in Sunthrone
Saved the Princess in Her Tower
Survived the Princess of Suns Incident
Completed All Three Major Objectives In Princess of Suns
Won the Princess of Suns Incident
Member of the Manly Society
Mr. Purple in the Manly Society
Has a Connection to the Essence of Selereth Helios through the Sphere of Potential
Attended a Costume Party
Won First Place in the Adult Costume Competition at the Horror Night Party
Had Something Strange Happen After Eating a Mysterious Candy
Was High at a Party and Put Taffy in His Hair
Has Helped the Poor People of Ladderland
Invited Atrenalia to the SOS Brigade
Competed In the Blood Mirage Tournament (20+ Bracket)
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Bought an Egg at Walrusfest
Defeated Shining Genesis-Egg in a Special Arena Match
Know Way Too Much About An Anime Named Mecha Kaiser R that Tia Likes
Indirectly Caused the Incineration of Keeper_Of_Rings
Indirectly Caused the Incineration of the Moon of Yesleintyr
Alerted Selereth Helios to the Location of Telwhat'Veyr'Khleys, Sphere of the Wishes of Gods
Saved the People of Yesleintyr from the Last Remnants of the Conspiracy
Indirectly Destroyed the Secondary Portal from Nexus to Yesleinty
Helped Lili Defeat Nega-Lili in an Arena Match
Hijacked an Ibodian Cargo of Adamantine
Provided Gashmarr Brangranner with Adamantine
Completed the Quest Forging the Metal
Traded for Lady Caducees's Terminite
Provided Gashmarr Brangranner with Terminite
Stole the Ibodian Missile from the Sixth Nongaseous Facility on Regdyrr VI
Siezed Control of the Sixth Nongaseous Facility on Regdyrr VI
Participated in the Defeat of Illchos of Ibodia
Eliminated the Ibodian Forces Aboard the Dreiguul-Harassha in the Qualnetes Asteroid Cluster
Bathed in the Blessed Springs of Urae'Luwn
Participated in the Death of Uttram-Marttu, the First Beast of the Underworld
Participated in the Death of Vakkelaum, the Second Beast of the Underworld
Participated in the Death of Mhattu-Khavok, the Third Beast of the Underworld
Participated in the Death of Muselmettyo, the Fourth Beast of the Underworld
Participated in the Death of Lurengattim, the Fifth Beast of the Underworld
Participated in the Death of Khama-Nekull, the Sixth Beast of the Underworld
Lost the Quest 'Into the Underworld'
Helped Kit Defeat Nega-Kit in an Arena Match
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Was on Team Selereth in the Knot
Was Involved With the Defeat of the Cultists of Bez'Bekklin in the Knot of Trelheis
Was Involved With the Defeat of Lureikimo Bekklin in the Knot of Trelheis
Witnessed the Self-Destruction of Neleimo Bekklin in the Knot of Trelheis
Was Involved in the Defeat of Banserro Bekklin in the Knot of Trelheis
Involved in the Rescue of Tzormod the Cursed in the Knot of Trelheis
Was Involved With the Defeat of the New Dark Empire in the Knot of Trelheis
Was Involved With the Defeat of Klordos the Unformed in the Knot of Trelheis
Was Involved With the Defeat of Ireimeki of Dendeloon in the Knot of Trelheis
Was Involved With the Defeat of Iron Judge Ureshkilon in the Knot of Trelheis
Was Involved With the Defeat of Bolvurikk, The King of Rats in the Knot of Trelheis
Defeated the Guardian Monster The Flamingo Problem in the Knot of Trelheis, Allowing Access To An Entry Point to the Second Ring
Entered the Third Ring of Knot
Reached The Center Of The Knot
Faced A Plot Foe In A Major Conflict
Defeated Doctor Catastrophe's First Form In The Knot
Saw Masked Hero Z
Trained Under Shannon and Carl in Bartending at the Holy Festival
Absorbed a Confusing Mass of Mana Whose Only Defining Features Was 'Didn't Include Bees'
Beat Hadjbalaum in an Event Battle
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Has Lena Wiggdiggle as a Fan for Life
Cracked the Cyphers in the Accounts of Brocksarr Seibooth Regarding the Dinosaur Catacombs
Has Sandree Bell as a Fan
Was Involved in the Quest 'A Time to Kill'
Won the Alternate-Side Route of the 'A Time to Kill' Quest
Entered the Third Ring of the Knot
Got 2 Base Stat Points from the Megaquest Cutting The Impossible Knot


Charming's Drunken Fortune Telling:
* You will bring many new members into the SOS Brigade
* Charming is fighting a black-scaled dragon with red flames running along its body in a chamber made of giant golden chains running through a green void, he discovers late in the battle that it is weak to water magic that can deal CON Damage
* Charming and a man in a white suit with a black mask shaped like a horned devil stare at each other for a few moments, before the man waves Charming past down a corridor made of solid emerald, with the masked man entering battle with an unseen figure who entered behind Charming
* Charming is stuck buying an absurdly expensive water breathing spell from a merchant because he didn't have one but needs to go underwater for a long period of time
* Charming is gifted with a statue of a knight riding a phoenix by a woman in white robes