Reyd

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Modrageball
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Reyd

Post by Modrageball »

Reyd (Pathy)
Level 39
Humanoid, Air
HP: 14,625
MP: 14,625
STR- 1,209 (21)
AGI- 195 (5)
CON- 585 (15)
MIN- 195 (5)
SPI- 585 (15)
XP- 86,382,025
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 9
Gold- 1,501,204,600
Bonus Weeks: 177 (+1 Illusionist-Only, +1 Skykeeper-Only, +1 Wanderer only weeks, +2 Swordsman)
Weeks:

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive

-Archer-
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Bolt Arrow- (Technique Ability, Archer) Possessor may use 'Bolt Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.

-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Confer Acid Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Acid Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Air Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Air Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Earth Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Earth Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Fire Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Ice Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Ice Resistance'
Artificer's Magic Item Creation Discovery: Strength Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Strength Enhancement'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor

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

-Crafter-

Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Rod Charge Preservation- (Passive Ability, Crafter) Rod Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points

-Controller-
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Ice Shield Stance- (Stance Ability, Defender) +50 Defense against Ice if a non-Ice element Shield is equipped or +500 Defense against Ice if a Ice element Shield is equipped, 10% Ice Resistance, 20% Fire Weakness
Thunder Shield Stance- (Stance Ability, Defender) +50 Defense against Electrical if a non-Electrical element Shield is equipped or +500 Defense against Electrical if an Electrical element Shield is equipped, 10% Electrical Resistance, 20% Earth Weakness
Wind Shield Stance- (Stance Ability, Defender) +50 Defense against Air if a non-Air element Shield is equipped or +500 Defense against Air if an Air element Shield is equipped, 10% Air Resistance, 20% Earth Weakness

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned

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

-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Focused Enchantment Casting- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Enchantment
Good at Cleaning- (Passive Ability, Enchanter) Possessor regenerates 15 MP whenever possessor removes a debuff from a source below Level 20 from an ally
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element

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

-Friendship-
Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame

-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
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
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert

-Gigas Knight-
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON


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

-Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

-Jewler-
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped

-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

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

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

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Property Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Properties
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Focused on the Other, Blind to the Self- (Passive Ability, Mentalist) Possessor is unable to scan itself. Possessor is informed as an RP effect of the possible, immediate consequences of any decisions forced on them by the actions of individuals besides itself, this ability may be removed by the spending of three weeks in the ability shop.
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

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

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

Other: Coinlord
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 to all stats while in a Zone of Wealth
Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Uplifted By Wealth- (Passive Ability, Coinlord) If possessor is Wealth element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Wealth
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff

Other: Relic Keeper
Apprentice Command of Treasure- (Passive Ability, Relic Keeper) Possessor's Treasure element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Treasure- (Passive Ability, Relic Keeper) Possessor gains +500 Defense against Treasure
Apprentice Treasure Resistance- (Passive Ability, Relic Keeper) Possessor gains 5% Treasure Resistance
Apprentice Treasure Synchronization- (Passive Ability, Relic Keeper) Possessor gains +50 to all stats for each Treasure element item equipped, Possessor's Treasure element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Treasure- (Passive Ability, Relic Keeper) Possessor's Treasure element allies gain +100 to all stats
Apprentice Weaponization of Treasure- (Passive Ability, Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Treasure- (Passive Ability, Relic Keeper) Possessor gains +500 to all stats while in a Zone of Treasure
Basic Command of Treasure- (Passive Ability, Relic Keeper) Possessor's Treasure element pets and summons gain +50 to all stats
Basic Defenses Against Treasure- (Passive Ability, Relic Keeper) Possessor gains +50 Defense against Treasure
Basic Treasure Resistance- (Passive Ability, Relic Keeper) Possessor gains 1% Treasure Resistance
Basic Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Possessor gains +25 to all stats if possessor is Treasure element
Basic Understanding of the Heart of Treasure- (Passive Ability, Relic Keeper) Possessor's Treasure element allies gain +10 to all stats
Basic Weaponization of Treasure- (Passive Ability, Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Treasure- (Passive Ability, Relic Keeper) Possessor gains +50 to all stats while in a Zone of Treasure
Defenses that Utilize Treasure- (Passive Ability, Relic Keeper) Possessor gains +500 Defense if possessor has any Treasure-element items equipped that provide a Defense bonus
Forgemaster's Soul's Infinite Blades- (Passive Ability, Other: Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create, and, optionally, equip, a Temporary version of a non-unique Weapon that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Improved Command of Treasure- (Passive Ability, Relic Keeper) Possessor's Treasure element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Treasure- (Passive Ability, Relic Keeper) Possessor gains +5,000 Defense against Treasure
Improved Defenses that Utilize Treasure- (Passive Ability, Relic Keeper) Possessor gains +2,000 Defense if possessor has any Treasure-element items equipped that provide a Defense bonus
Improved Treasure Resistance- (Passive Ability, Relic Keeper) Possessor gains 10% Treasure Resistance
Improved Understanding of the Heart of Treasure- (Passive Ability, Relic Keeper) Possessor's Treasure element allies gain +250 to all stats
Improved Zonal Acclimation of Treasure- (Passive Ability, Relic Keeper) Possessor gains +1,000 to all stats while in a Zone of Treasure
Miracle Sheath- (Passive Ability, Relic Keeper) If possessor is Treasure element, whenever possessor performs an offensive action, possessor may equip a weapon that is carried by itself or a willing ally but not equipped
Meditative Assumption of Treasure- (Passive Ability, Relic Keeper) Possessor may choose, at the beginning of a thread, to become solely Treasure element
Nourished By Treasure- (Passive Ability, Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Treasure
Predict the Flow of Treasure- (Passive Ability, Relic Keeper) Possessor gains +5% Dodge against Treasure element individuals
Procession of Relics- (Passive Ability, Relic Keeper) Possessor may carry 10 additional unequipped items into threads
Prosperous Venting of Excess Treasure- (Passive Ability, Relic Keeper) If possessor is Treasure Element and performs an 'Elemental Attack' action that is solely Treasure Element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Relic Keeper- (Passive Ability, Relic Keeper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Treasure Resistance, Possessor ignores Treasure Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Stored Treasures of Lordly Fortitude- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Constitution bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Fury- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Critical value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Grace- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Agility bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Insight- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the To Hit value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Might- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Strength bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Position- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Dodge value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Power- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Spirit bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Will- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Resilience value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Wisdom- (Passive Ability, Relic Keeper) Possessor may, if Treasure element, incorporate the Mind bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Soul-Sculpted to Wield the Perfected Blade- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Melee Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Bow- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Ranged Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Rod- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Magical Attack bonus cap becomes two times the relevant stat
Soul Storehouse's Invulnerable Treasures- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, entities that are not greater Level than possessor may not destroy items equipped by or carried by possessor
Soul-Storehouse of Glorious Treasures- (Passive Ability, Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create a Temporary version of a non-unique Antiquity that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Treasure Body Form- (Stance Ability, Relic Keeper) Possessor gains +200 Defense against Treasure, Possessor gains 15% Treasure Resistance, Possessor may deal 5,000 Flat Treasure element Damage to any individual who conducts an offensive action that targets possessor
Treasure Immunity- (Passive Ability, Relic Keeper) Possessor gains Treasure Immunity against sources below Level 20 if Level 20 or greater
Treasure Manipulation- (Passive Ability, Relic Keeper) Possessor may choose one of the following at the beginning of each round if Treasure element: Create a Zone of Treasure, Remove a Zone of Treasure created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Treasure by either possessor or a source below Level 20, Add Treasure to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Treasure element on a Treasure element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Treasure, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Treasure, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Treasure element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Treasure to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Treasure, 5% Treasure Resistance, or +50 Defense against Treasure and 1% Treasure Resistance until the end of the round as a non-stacking buff
Uplifted By Treasure- (Passive Ability, Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Treasure

-Ravager-
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
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 Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Dizzying Passage- (Technique Ability, Scholar) Possessor may use 'Dizzying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Confusion.

-Skykeeper-
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bird Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +2 Melee Attack
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI

-Smith-
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Enchanted Weapon Crafter- (Passive Ability, Smith) All equipped weapons that provide attack bonuses have said bonuses increased by 100 each, +50 to all stats if a Magic Item, a weapon of any type, and an Enchantment spell are equipped
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped

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

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats

-Swordsman-
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Armor-Piercing Slash- (Technique Ability, Swordsman) Possessor may use 'Armor-Piercing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack pierces 200 Defense.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Ball Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Ball Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, gains '20% inflicts Electrocuted', and may repeat again on the next round as long as none of its performer's other actions have already repeated that round (repeating a max of once), with said repeated attack being able to choose new targets but dealing 1/3 Damage.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Blitz Slash- (Technique Ability, Swordsman) Possessor may use 'Current Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Breathless Slash- (Technique Ability, Swordsman) Possessor may use 'Breathless Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Current Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Defanging Blade-Strike- (Technique Ability, Swordsman) Possessor may use 'Defanging Blade-Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Attack with Finesse' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +36 Melee Attack and applies a non-stacking debuff that reduces the Damage values of its possessor's abilities' whose names include 'Bite' or 'Fang' by 600 points.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Duelist's Slash- (Technique Ability, Swordsman) Possessor may use 'Duelist's Slash' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and a Sword is equipped. Said action gains +2,500 Melee Attack and applies a debuff that stacks 5 times that is removed when its source dies or enters a different battlespace than its possessor that causes its possessor to deal 25,000 less Damage to targets that are not its source while its source is alive and in the same battlespace.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage
Faustian Finesse- (Passive Ability, Swordsman) Possessor's actions that involve Swordsman techniques gains an additional +(1,000 * possessor Level, to a max of 99,000) Melee Attack, Possessor gains 1 bonus week per month that may only be spent on Swordsman techniques
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frigid Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Gigawatt Slash- (Technique Ability, Swordsman) Possessor may use 'Gigawatt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Nonlethal Slash- (Technique Ability, Swordsman) Possessor may use 'Nonlethal Slash' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword and no other technique is used. Said attack gains +100 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Sky-Eater Slash- (Technique Ability, Swordsman) Possessor may use 'Sky-Eater Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said action may destroy up to 10 Zones created by sources that are both below level 75 and below (user's Level +10); this attack gains +10,000 Melee Attack and deals an additional 100,000 Damage for each Zone destroyed in this way (to a max of +100,000 Melee Attack and dealing 1,000,000 additional Damage).
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.

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

-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped

-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense

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

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Art of Magery- (Passive Ability, Wizard) Possessor's minor and moderate status effect infliction chances that come from spells are increased by 5%, Possessor gains +500 Magical Attack
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, 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
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard 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

-Misc-
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blessed by Stathelyyrres- (Passive Ability, Blessing) Possessor obtains +5% To Hit, Possessor gains +500 to all stats if possessor is an Aerial
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
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Mana Pattern Which Has Been Masterfully Augmented By Bregamol- (Passive Ability, Pactmaker) Possessor's base stats are increased by 2, possessor's unmodified stats are increased by 500, this ability may not be used in combos
Master of Arena Combat- (Passive Ability, Blessing) Possessor gains +1 to all base stats while in a standard arena match, a special match, or an event match.
Sold His Soul To The Dragon Bregamol- (Passive Ability, Pactmaker) Possessor's base stats are increased by 1, Possessor may not be resurrected, Possessor is Immune to Charm, Possessor's decisions are controlled by individuals whose name contains 'Bregamol' who possess the item '*Reyd's Soul', with said decision-controlling effect counting as if it came from a Level 100 source, this ability may not be replicated or transferred, this ability may not be used in combos, Has RP effects
Tea Appreciator- (Passive Ability, Chef) Drink consumables whose name includes 'Tea' deal 50,000 additional points of HP or MP healing to possessor, and stat buffs that possessor obtains from such consumables are increased by 500 points (to a max of 5,000 points across all stacked buffs)


Weapons-
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
Blade of the Eternal Knight- (Weapon, Sword, Light & Darkness & Glory, 36,000,000 Gold) +36,000 Melee Attack, 60% Critical, 60% Dodge, Wielder resurrects itself at the start of each round if killed by a source below Level 60, Wielder gains the subtype Sword, This item may not be unequipped or stolen by sources below Level 60 without wielder's permission, Wielder must be Level 20 or greater
6 Blue Goose Umbrella- (Weapon, Bladecane, Earth & Magic, 140,000 Gold) +170 Melee Attack, 4% Dodge
Cannon-Shield- (Weapon, Shield, Physical, 95,000 Gold) +120 Defense, +40 Melee Attack, +99 Ranged Attack, 5% inflicts Fatigued: Stun
Reliquary-Unsealed Greatsword Which Touched the Presence of Divine Essence- (Weapon, Sword, Treasure & Earth & Air & Light & Glory, 8,000,000 Gold) +8,000 Melee Attack, Wielder gains +8,000 uncapped points to all stats as a non-stacking bonus if wielder possesses the ability 'Relic Keeper' and is not afflicted with Paralyzed, Wielder must be Level 20 or greater or must possess the ability 'Relic Keeper'
Sand Diamond Shield- (Weapon, Shield, Earth, 36,000,000 Gold) +36,000 Defense, +18,000 Melee Attack, +36,000 CON, 40% Resilience, 30% Earth Resistance
Sand Diamond Sword- (Weapon, Sword, Earth, 36,000,000 Gold) +36,000 Melee Attack, +36,000 CON, +9,000 STR, 40% Critical, 30% Earth Resistance
1 The Trash Can's Angry Looking Cane- (Weapon, Staff, Earth & Magic, 90,000 Gold) +570 Magical Attack, 50% Refuses to work on any given turn
1 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
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


Armor-
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Aura of Dead Seconds- (Armor, Aura, Darkness & Time, 9,600,000 Gold) +9,500 Defense, +9,000 AGI, MIN, and SPI, +990 Defense against Stat Damage, Wielder regenerates 900 AGI Damage at the start of every round, All of wielder's opponents take 900 Time-element AGI Damage at the start of every round
Goldblade Mail- (Armor, Heavy Armor, Physical & Wealth & Glory, 26,000,000 Gold) +25,000 Defense, +26,000 Melee Attack, +25,000 STR, Wearer counts as possessing 5 additional Swordsman abilities, Sword weapons equipped by wearer gain +25,000 additional Melee Attack as a non-stacking bonus if they already possess a Melee Attack bonus, Wearer must be Level 20 or greater and must possess the ability 'Swordsman'
Supreme Golden Highguard's Battle Armor- (Armor, Heavy Armor, Physical & Wealth & Glory, 62,000,000 Gold) +62,000 Defense, +63,000 Melee Attack, +62,000 STR, +61,000 CON, +600,000 HP as a non-stacking bonus, Wearer deals 600,000 additional Damage with 'Melee Attack' actions, 30% Wealth Resistance, Charm Immunity, Confusion Immunity, Wearer must be Level 20 or greater and must possess the ability 'Warrior'
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'

Accessories-
*Reyd's Nametag- (Accessory, Quest Item, Air, 500 Gold) Wearer gains +1 to all stats if wearer's name includes 'Reyd'
छ *Reyd's Papers from the Indrasena Portal (Bound Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN (Bound to Indrasena)

Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
2 Essence Flux Amulet- (Accessory, Amulet, Magic, 250,000 Gold) Wearer may switch the values of any two modified stats at the beginning of each thread
Fast-Slash Textbook- (Accessory, Tome, Physical, 500,000 Gold) Wielder gains +500 Melee Attack, +500 STR, +500 AGI, and 115% To Hit while wielder has a Sword equipped, Wielder gains +500 to its turn-order-determining-stat-sum while wielder has a Sword equipped as a non-stacking effect
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Great Ring of Life- (Accessory, Ring, Life, 36,000,000 Gold) +360,000 HP as an effect that stacks 2 times, +36,000 CON, Wearer regenerates 360,000 HP at the start of each round
Jewel of the Ribbon Serpent- (Accessory, Crystal, Air, 25,000,000 Gold) +25,000 Melee Attack, Wielder may perform 'Melee Attack' actions from the back row, 'Melee Attack' actions may use Agility as their Prime Attribute
Metaalchemical Conflagration Relic-Core- (Accessory, Crystal, Fire, 70,000,000 Gold) +70,000 Melee Attack, +70,000 Ranged Attack, +70,000 Magical Attack, +700,000 MP as a non-stacking bonus, 30% Fire Resistance, 30% Magic Resistance, 30% Technology Resistance, 100% Dissolving Resistance, 100% Burning Resistance, Wielder regenerates 70,000 MP at the start of each round as a non-stacking effect
Undying Noble's Cloak- (Accessory, Cloak, Time, 6,400,000 Gold) +6,400 Defense, +6,500 to all stats, +630 Defense against Stat Damage, 20% Time Resistance, 20% Physical Resistance, 20% Technology Resistance, 30% Minor Status Effect Resistance, Fatigued: Elderly Immunity, Wearer does not age as an RP effect
Weather Vein- (Accessory, Bioaugmentation, Air & Water & Ice & Electrical, 270,000 Gold) Wielder may spend an action to create a Zone of any combination of Air, Electrical, Ice, and Water, Wielder, if Air element or in a Zone of Air, may, once per round, deal 27,000 Flat Electrical element Damage to any individual who conducts an offensive action that targets wielder at the end of said action


Consumables-
Basket of Love- (Consumable, Potion, Earth & Fire, 30 Charges, 3,000,000 Gold) 300% inflicts Charm, 1 hit against 500,000
14 Canned Zobaculus Tuna- (Consumable, Food, Water, 1 Charge, 900 Gold) +20 HP
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats

Items-
*Reyd's Disc 101 Dorm Assignment Card- (Item, Antiquity, Air & Physical, 200 Gold)
*Reyd's Disc 101 Room Key- (Item, Antiquity, Earth, 1,700 Gold)
*Reyd's Disc 101 Transportation Pass- (Item, Antiquity, Technology, 60,000 Gold)
*Reyd's First-Semester Class Schedule- (Item, Antiquity, Air, 500 Gold)
*Reyd's First-Semester Textbook List- (Item, Antiquity, Air, 300 Gold)

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

2 Air Crystal Shard- (Item, Material, Air, 1,000 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
500 Chunk of Amber- (Item, Material, Earth, 64,000 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
Lesser Suncore- (Item, Property, Light & Fire, 400,000,000 Gold)
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold
Note Explaining The Man's Wrongness (Spoiler: He Was Wrong)- (Item, Antiquity, Darkness & Technology, 300 Gold)
Palace of Radiant Mirrors- (Item, Property, Light, 300,000,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
249 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold)

Spells-
Devour Clothing- (Spell, Unarmed Technique, Physical, 2,000 HP, 2,000,000 Gold) Caster destroys target Armor worth under 2,000,000 Gold that is non-unique that is equipped by a source below Level 40, Caster regenreates 20,000 HP if an item is successfully destroyed by this effect
Inquisition's Blades: Proof that the Wicked Shall Suffer Greatly and Die- (Spell, Other: Radiance Magic, Light, 900,000 MP, 90,000,000 Gold) +90,000 Melee Attack, 150% inflicts Pain, 100% inflicts Wounded: Maimed, 100% inflicts Wounded: Laid Open, 100% may inflict Burning, 30% may inflict Awestruck, this action deals 900,000 additional Damage to Demons, Daemons, Devils, and (Darkness-element Humans and Humanoids), as well as individuals who are either summons of such individuals or who have summoned such individuals, 100% inflicts Paralyzed on targets that have cast a Murder Arts spell, 25% inflicts Instant Death on targets that have cast a Murder Arts spell, 1 hit against 50,000,000, This spell may be cast and equipped as a Holy Magic or Combat Arts spell, Caster must be Level 40 or greater and must possess the ability 'Radiant Templar'
Ninja Jump- (Spell, Ninjutsu, Air & Darkness, 30 MP, 30,000 Gold) +20 Melee Attack, May be used as a Melee Attack from the back row, Gains an additional +60 Melee Attack in a Zone of Darkness or a Zone of Air, +15 AGI, stacks 3 times
Radiance Cleave: Proof of the Pure Sword- (Spell, Other: Radiant Magic, Light, 3,100 HP, 3,100,000 Gold) +3,300 Melee Attack, this action deals 31,000 additional Damage to its target for each debuff or negative status effect present on it (counting those with a Radiance Magic source twice, to a max of 200 total), Entities killed by this attack may not be resurrected by sources below Level 40 without caster's permission, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Caster may not obtain any debuffs or negative status effects from sources below Level 60 due to performing this action, performing any attack in this action, or targeting any specific individual with this action, 1 hit against 15, This spell may be cast and equipped as a Holy Magic or Combat Arts spells, Caster must be Level 20 or greater
Song to Make the Rain Into Shadows- (Spell, Bardic Magic, Darkness & Water, 5,000 MP, 5,000,000 Gold) Caster turns target Zone of Water created by a source below Level 60 into a Zone of Darkness
3 Swift Strike- (Spell, Sword Arts, Physical & Air, 40 MP, 180,000 Gold) +70 Melee Attack, This spell's possessor may declare at the start of a round that the first action it makes this round must be a Melee Attack action that includes this spell, if its possessor does so, its possessor gains +5,000 to possessor's turn-order-determining stat total for turn-order-determining purposes this round and must perform such an action as possessor's first action, with possessor having to forfeit any actions which are not such action unless a non-allied source is controlling said actions or any source other than this spell's possessor is forcing said actions to specifically occur
White Blade- (Spell, Sword Arts, Light, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Light

Pets-
None

Transformations-
Rideable Cloud- (Transformation, Vessel, Air, 90,000 Gold)
Level 2
HP- 1,100
MP- 1,200
STR- 40
AGI- 190
CON- 60
MIN- 63
SPI- 70
XP- 0
XP Needed- 2,500 (Standard Multiplier x1)
Minimum Level- 2
Defense- 60, +40 Against Air, +40 Against Water
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 101%
Dodge- 7%
Resistances and Immunities- 50% Air Resistance, 50% Electrical Resistance, 70% Earth Resistance, 40% Darkness Resistance, 50% Acid Resistance, 30% Ice Resistance
Prime Attribute- Agility or Spirit
Constant Effects-
Cloud- Possessor gains the subtype Aerial, Constant Effect
Rideable Battle Platform- Possessor may make Ranged Attack actions while in this transformation, Vehicle Trait
Abilities-
Airborne Ki Blast- 210 Damage, Physical or Magic, 0 MP
Rain On You!- 240 Damage, 99% has no effect on non-Fire-element targets, Water, 20 MP
Lightning Bolts- 360 Damage, 1% inflicts Electrocuted, Electrical, 900 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
12 Grandmaster's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 100,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
Knowledge Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Knowledge Increase Potion""
Speed Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Speed Increase Potion""
Stamina Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Stamina Increase Potion""
650 Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award 'Has Consumed X (where X = X+1) Essence Sphere: Botanist', May not be used by a user who already has X equaling 5 or greater for such an award
22 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
5 Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater

Spheres! (Basic if 5, Basic + Improved if 10) wrote:Artificer x15
Evermason x15
Merchant x15
Coinlord x10
Magewrightx10
Kenseix10
Scholarx10
Summonerx10
Swordsmanx5
Wandererx10
Heir to the Futurex10
Illusionistx10
Kinetic Emperorx10
Skykeeperx10
Transmuterx10
Defenderx10
Smithx10
Countess of Powerx10
Ebon Chancellorx10
Mountain Kingx10
Ocean Princex10
Snow Queenx10
Thunder Czarx10
Wind Dukex10
Divinerx10
Mentalist x10
Geomancer x10
Jeweler x15



Artifacts-
*The Glorious Blade- (Artifact, Level 39, 87,150,000 XP, 14,000,000 XP Required, Standard Multiplier x10, Raised to x100 to bypass Level 40 jump)
*The Glorious Blade- (Weapon Aspect- The Glorious Blade, Sword, Light & Glory, X Gold) +(1,000 x Artifact Level) Melee Attack, +(200 x Artifact Level) STR, +(200 x Artifact Level) CON, Wielder ignores the Resistances and Immunities of non-unique individuals below (Artifact Level), Wielder ignores the Resistances and Immunities of unique individuals below (Artifact Level - 10), (Artifact Level)% Critical, (100 + Artifact Level)% To Hit, (Artifact Level / 5)% Glory Resistance, (Artifact Level * 2 + 25)% inflicts Charm: Impressed, (Artifact Level * 2 + 25)% inflicts Awestruck or Awestruck: Myth-Eaten, Wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may become solely Light & Glory, solely Light, or solely Glory element, Light element, Glory element, and Physical element Sword Arts spells cost wielder (100 * Artifact Level) less MP to cast, Wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may use Strength or Spirit as their Prime Attribute, Wielder inflicts Impaired: Blind and Awestruck on individuals whose name includes 'Bregamol' at the start of battle as an effect that ignores Resistances and Immunities
w/
Soulbound- This item may not be lost or stolen by sources below level 100 unless wielder has been inflicted with Soul Steal earlier in the thread, this ability may be ignored by individuals with two out of the three of 'Master Pactmaker Knowledge', 'Master Litigamancy Attunement', and 'Master Binder Knowledge', this effect may be ignored by certain entities (particularly Fiends) in RP threads, Quest Enchantment
w/
Temporarily Darkness-Forced- All instances of 'Light' on this item are changed to Darkness if the artifact it is tied to is below Level 66, All instances of 'Awestruck' (but not its sub-status effects) on this item are changed to Voidstruck if the artifact it is tied to is below Level 66, This item loses the text 'Wielder inflicts Impaired: Blind and Awestruck on individuals whose name includes 'Bregamol' at the start of battle as an effect that ignores Resistances and Immunities' if the artifact it is tied to is below Level 66, This Enhancement is immediately removed if the artifact it is tied to becomes Level 66 or greater, Quest Enchantment


Secret Formulas-

Secret Formula- Steel Dragon's Claw
Point Value- 5
Requires:
Basic Siege Weapon Training
Engineer
Consumes:
200 Steel
50 True Dragon Scales
2 Weeks in the Ability Shop (or bonus weeks)
Produces:
Steel Dragon's Claw- (Weaponx2, Siege Weapon, Physical & Metal, 35,000,000 Gold) +35,000 Melee Attack, +35,000 Ranged Attack, 40% Critical, +5% Critical, Wielder's 'Magical Attack' and 'Overdrive' actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, Wielder's 'Melee Attack' and 'Ranged Attack' actions ignore half of the Resilience of Large Structure opponents below level 60, if wielder Criticals a Large Structure then wielder may ignore the Defense of said target for 3 rounds, Wielder must be Level 20 or greater



The Cosmic To-Do List-

If Reyd:
1) Purchases a city's entire stock of a weapon worth at least 4,000,000 Gold, of which there must be at least 30
2) Sells those weapons for a profit to a group that uses them to achieve an objective they would not have been able to achieve without them

Reyd will get:
'Acquired The Ultimate Arms Merchant's Briefcase'
*The Ultimate Arms Merchant's Briefcase- (Accessory, Container, Destruction & War & Commerce, 40,000,000 Gold) Wielder may spend an action and pay an amount of non-Temporary Gold equal to half the value of a weapon worth under 80,000,000 Gold that is for Sale in the shop to acquire a non-Temporary copy of that weapon, Wielder must be Level 20 or greater and must possess the ability 'Merchant', the ability 'World Merchant', the ability 'Wanderer', or the award 'Acquired The Ultimate Arms Merchant's Briefcase'




Awards-
Has Consumed 5 Essence Sphere: Jeweler
Has Consumed 5 Greater Essence Sphere: Jeweler
Has Consumed 5 Improved Essence Sphere: Jeweler
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Evermason
Has Consumed 5 Greater Essence Sphere: Evermason
Has Consumed 5 Improved Essence Sphere: Evermason
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Coinlord
Has Consumed 5 Greater Essence Sphere: Coinlord
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Skykeeper
Has Consumed 5 Improved Essence Sphere: Skykeeper
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Defender
Has Consumed 5 Improved Essence Sphere: Defender
Has Consumed 5 Essence Sphere: Relic Keeper
Has Consumed 5 Greater Essence Sphere: Relic Keeper
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gigas Knight
Has Consumed 5 Improved Essence Sphere: Gigas Knight
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 10 Manual of 1,000 Arts
Has used 5 Book of Gates
Has used 1 Skillbank
'Was Annihilated by a Force Elephant Guardian on Disc 457,838,472,027'
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twefth Holy Imperial Challenge of Worth: Test of Choices
Has Completed the Mini Quest 'Trial of Remembrance'
'Has Won the 'Seizing the Center' Event Match'
Completed 1 Semester as an Invoker on Disc 101
Performed Well In the Class 'Basic Swordsmanship' on Disc 101
Performed Well In the Class 'Basic Enchanting' on Disc 101
Performed Exceptionally In the Class 'Basic Channeling' on Disc 101
Performed Exceptionally In the Class 'Basic Magic Theory' on Disc 101
Performed Well In the Class 'Basic Combat Training' on Disc 101
Performed Well In the Class 'Basic Crafting' on Disc 101
Paid the Entry Fee to the House of Sacrifice on Noix
Sold His Soul To Bregamol
Saved Pastor Curtis Russel from the Harpies of Craggy Butte
Stopped Carson the Fake Vampire from Purchasing the Millbey Town Church
Drove Carson the Fake Vampire from Millbey Town
Ruined Carson the Fake Vampire's Rep with His Followers
Completed 1 Request at the Nexus Inn Bounty Boards
Completed 1 Request on the Tier 1 Nexus Inn Bounty Board
Lost to Celiria in a Walrusfest Whiteout Match
Completed a Daring Discs Challenge'
Ate Papers In Front of a Newsboy on Disc 14 While In Half-Disguise
Participated in Quest It! at Walrusfest
Indirectly Responsible for Monique Sparder's Tongue Piercing
Defeated the Powergaming Horse and His Party
Possesses 61 Base Stat Points
Got 1/12 Holy Imperial Seal of Power from the Events that Occurred in Castle Daldudrac
Has Reached Round 42 in an Endurance Match
MODRAAAAAAAAAAAAAGE
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