Level 79
Spirit, Air
HP- 10,325
MP- 20,650
STR: 317 (4)
AGI: 1,196 (14) (+200 Fleet Bonus)
CON: 554 (7)
MIN: 1,107 (14)
SPI: 2,346 (21)
XP- 6,993,025
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 45
Gold- 3,925,616,426
Bonus Weeks- 158 (ADDITIONAL WEEKS: 1 Arcane Vizier Week, 30 Archsmith of Metal Weeks, 1 Binder Week, 1 Ravager Week, 1 Scholar Week, 1 Seer Week, 11 Shrine Maiden Weeks, 30 Lord of Trees Weeks, 1 Thunder Czar Week, 1 Veilwalker Week)
Will Learn:
Worshipper of the Seven Ancients
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Fortify Body
Overdrive
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
-Abjurer-
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
-Analyst of the Absolute-
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff
-Arcane Vizier-
Absorb Magic- (Passive Ability, Arcane Vizier) Possessor Absorbs Magic against sources below Level 20 if Level 20 or greater
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic
Improved Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 10% Magic Resistance
Magic Immunity- (Passive Ability, Arcane Vizier) Possessor gains Magic Immunity against sources below Level 20 if Level 20 or greater
-Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
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.
Longshot Stance- (Stance Ability, Archer) +5% to Hit from the back row, +5% to Hit from the back row with a Bow equipped
Wind Arrow- (Technique Ability, Archer) Possessor may use 'Wind 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 Air element.
-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
-Archsmith of Metal-
Adept Metal Synchronization- (Passive Ability, Archsmith of Metal) Amounts of Metal element Damage possessor deals are increased by 10,000 points, Metal element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Metal element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Archsmith of Metal- (Passive Ability, Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 Defense against Metal
Basic Metal Resistance- (Passive Ability, Archsmith of Metal) Possessor gains 1% Metal Resistance
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Coat Armor- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Defenses that Utilize Metal- (Passive Ability, Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Improved Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Mass Coat- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Metal Coat- (Active Ability, Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells gain +10 Magical Attack and cost 10 less MP
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
-Bard-
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding
-Beastmaster-
Animal Calling I- (Passive Ability, Beastmaster) Possessor's Animal summons gain +20 to all stats
Animal Calling II- (Passive Ability, Beastmaster) Possessor's Animal summons gain +200 HP
Animal Calling III- (Passive Ability, Beastmaster) Possessor's Animal summons gain +500 MP
Animal Calling IV- (Passive Ability, Beastmaster) Possessor's Animal summons gain +2,000 HP and +4,000 MP
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Clever Like a Fox- (Passive Ability, Beastmaster) +300 MIN, 14% Dodge
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Incorporeal Spirit- (Passive Ability, Binder) If possessor is a Spirit, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Pure Spirit- (Passive Ability, Binder) If possessor's subtype is Spirit, possessor gains +500 SPI, 20% Darkness Resistance, and is Immune to Minor Negative Status effects from sources below Level 40
Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Unified Knowledge of Spirits and Spirit Magic- (Passive Ability, Binder) Possessor may count Shine Maiden abilities possessor possesses as Binder abilities (including for prerequisite purposes), Possessor may count Binder abilities possessor possesses as Shrine Maiden abilities (including for prerequisite purposes)
-Blazing Sultan-
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Breathe Smoke- (Passive Ability, Blazing Sultan) Effects attached to Zones of Fire that come from sources below Level 40 cannot inflict Suffocation on possessor
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mana Spark Blessing 18- (Passive Ability, Blessing) +30 AGI, +8 CON
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 40% Charm Resistance
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Understands Basic Plant Augmentation Treatments- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats
-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid 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 Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, 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 Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Acid- (Passive Ability, Caliph of Corrosion) Possessor has a 20% chance of being able to cancel the actions of Acid element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1% To Hit against Acid element targets
Improved Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 10% Acid Resistance
-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
-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 Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic 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 Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
-Controller-
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage
-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
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy 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 Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, 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 Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy
-Deathless One-
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Daywalker- (Passive Ability, Deathless One) Possessor's 'Controlled Vampire Form' ability provides no Light Weakness
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
-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
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
-Druid-
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Connection to the Seasons- (Passive Ability, Druid) Possessor may obtain a buff that gives its possessor the element Electrical whenever Call Unto Season: Spring is cast, Possessor may obtain a buff that gives its possessor the element Energy whenever Call Unto Season: Summer is cast, Possessor may obtain a buff that gives its possessor the element Acid whenever Call Unto Season: Fall is cast, and Possessor may obtain a buff that gives its possessor the element Ice whenever Call Unto Season: Winter is cast
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Druidic Geomantic Overlay Connection- (Passive Ability, Druid) Possessor's 'Understand Natural Disruptions' and 'Purge Unnatural Influence' abilities also apply to Phantom Terrains
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener (2)- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Purge Unnatural Influence- (Active Ability, Druid) Possessor may spend an action to remove an effect attached to a Zone or Terrain (but not a Phantom Terrain) that comes from a source that is not 20 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell, a Scientist ability, an Engineer ability, or an Architect ability.
Purging Spell- (Technique Ability, Druid) Possessor may use 'Puring Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' ability so long as no other technique is used and a Druid Magic spell is cast as part of said action. Said action removes one buff or debuff that comes from a source that is not 5 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell , a Scientist ability, an Engineer ability, or an Architect ability from each of its targets.
Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Restoring Spell- (Technique Ability, Druid) Possessor may use 'Restoring Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as said action includes the casting of a Druid Magic spell. Said action gains +500 Magical Attack if it possesses 'Heals', 'Heals HP' or 'Heals MP', Said action may cure one debuff from a source below Level 40 from each of its Plant or Animal targets, Said action cures one debuff that comes from a source below Level 40 that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, or a Mad Scientist ability.
Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
-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 Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness 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 Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, 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 Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
-Elementalist-
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Hurl Lightning- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Electrical element Elemental Magic spells, So long as possessor has an Electrical element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Electrical element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and has a 10% chance of causing targets below Level 20 to skip their next action (with effects that would occur before and after said action still occurring)
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
-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
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
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: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: 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
Orb Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs
-Eternal Champion-
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80h
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope
-Friendship-
Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'
-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.
-Heir to the Future-
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
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
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology 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 Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, 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 Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
-Kinetic Emperor-
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1% To Hit against Physical element targets
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
-Lord of Trees-
Adept Wood Synchronization- (Passive Ability, Lord of Trees) Amounts of Wood element Damage possessor deals are increased by 10,000 points, Wood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Wood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +500 Defense against Wood
Apprentice Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Apprentice Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 5% Wood Resistance
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Basic Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +50 Defense against Wood
Basic Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Basic Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 1% Wood Resistance
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Improved Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +5,000 Defense against Wood
Improved Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Improved Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 10% Wood Resistance
Lord of Trees- (Passive Ability, Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Magus-
Acidic Sphere- (Technique Ability, Magus) Possessor may use 'Acidic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Adept Orb Training- (Passive Ability, Magus) Orb weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Orb weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Orb
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Blustering Sphere- (Technique Ability, Magus) Possessor may use 'Blustering Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Breathless Sphere- (Technique Ability, Magus) Possessor may use 'Breathless Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'
Bubble Sphere- (Technique Ability, Magus) Possessor may use 'Bubble Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Water element.
Burning Sphere- (Technique Ability, Magus) Possessor may use 'Burning Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Caustic Sphere- (Technique Ability, Magus) Possessor may use 'Caustic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Acid element.
Classical Training in Standard Combat Utilizing the Orb- (Passive Ability, Magus) Possessor may treat Orb as a Base Weapon subtype
Dissolution Sphere- (Technique Ability, Magus) Possessor may use 'Dissolution Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Enchanting Sphere- (Technique Ability, Magus) Possessor may use 'Enchanting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Erasure Sphere- (Technique Ability, Magus) Possessor may use 'Erasure Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Erosion Sphere- (Technique Ability, Magus) Possessor may use 'Erosion Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Explosive Sphere- (Technique Ability, Magus) Possessor may use 'Explosive Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Sphere- (Technique Ability, Magus) Possessor may use 'Flame Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Fountain Sphere- (Technique Ability, Magus) Possessor may use 'Fountain Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Gale Sphere- (Technique Ability, Magus) Possessor may use 'Gale Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Hyped-Up Unstoppable Orb Technique- (Technique Ability, Magus) Possessor may use 'Hyped-Up Unstoppable Orb Technique' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1 Magical Attack, cannot be countered by Level 1 individuals, and is delayed 5 rounds.
Hypervoltage Orb- (Technique Ability, Magus) Possessor may use 'Hypervoltage Orb' in conjunction with a 'Magical Attack' or 'Ovrdrive' action so long as an Orb is equipped and no other technique is used. Said action gains +3,000 Magical Attack, gains the element Electrical, and gains '100% inflicts Electrocuted'
Ignition Sphere- (Technique Ability, Magus) Possessor may use 'Ignition Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Inundating Sphere- (Technique Ability, Magus) Possessor may use 'Inundating Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Light Orb Aflame- (Technique Ability, Magus) Possessor may use 'Light Orb Aflame' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +200 Magical Attack, gains a 15% chance of inflicting Burning, and gains the element Fire
Magical Sphere- (Technique Ability, Magus) Possessor may use 'Magical Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Orbic Cube-Conversion: Winged Cube of Magic Seawater- (Technique Ability, Magus) Possessor may use 'Orbic Cube-Conversion: Winged Cube of Magic Seawater' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +250 Magical Attack, cannot be countered by non-Air-element individuals below Level 40, and becomes solely Water element.
Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Orb Wielding III- (Passive Ability, Magus) Possessor gains +200 to all stats when an Orb is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when an Orb is equipped
Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Problem-Bearing Cyclone Whirl- (Technique Ability, Magus) Possessor may use 'Problem-Bearing Cyclone Whirl' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +500 Magical Attack and may transfer a moderate negative status effect from one of target's allies to target.
Rock Sphere- (Technique Ability, Magus) Possessor may use 'Rock Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Rockslide Sphere- (Technique Ability, Magus) Possessor may use 'Rockslide Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Rumbling Sphere- (Technique Ability, Magus) Possessor may use 'Rumbling Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
♢Seer's Orb Witnesses All- (Passive Ability, Magus) If possessor has an Orb equipped, possessor may, up to three times per round, at the start of each round, scan the stats of an individual, with said target being able to be in a different battlespace
♢Seer Watches from Afar- (Passive Ability, Magus) If possessor has an Orb equipped and scans the stats of an individual in a different battlespace successfully while no equal or greater Level opponent is in possessor's battlespace, possessor and possessor's allies obtain +(Possessor's Level * 250) to all stats as a non-stacking buff that lasts until the end of the third round that its possessor is in the same battlespace as the entity whose stats were scanned or until the end of battle, whichever occurs first
Sorcerous Sphere- (Technique Ability, Magus) Possessor may use 'Sorcerous Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Sphere of Ruinous Wind and Fire- (Technique Ability, Magus) Possessor may use 'Sphere of Ruinous Wind and Fire' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1,500 Magical Attack, gains the elements Fire and Air, and gains a 30% chance of inflicting Suffocation and Burning.
Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Stone Sphere- (Technique Ability, Magus) Possessor may use 'Stone Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped
Water-Heating Sphere- (Technique Ability, Magus) Possessor may use 'Water-Heating Sphere' in conjunction with a 'Magical Attack' action so long as an Orb is equipped. Said action deals 5,000 additional Damage to Water element targets and may attach an effect to a Zone of Water that deals 5,000 Flat Fire element Damage to each individual in it at the start of each round.
Wave Sphere- (Technique Ability, Magus) Possessor may use 'Wave Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
♢Whispering Orb- (Passive Ability, Magus) Possessor's attacks that involve at least one attack bonus of an Orb possessor has equipped may scan the stats of their targets
Wind Sphere- (Technique Ability, Magus) Possessor may use 'Wind Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Air element.
-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
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)
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
-Mind Lord-
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
-Mountain King-
Adept Earth Synchronization- (Passive Ability, Mountain King) Amounts of Earth element Damage possessor deals are increased by 10,000 points, Earth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Earth element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
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 Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Body of Wet Sand- (Passive Ability, Mountain King) If possessor is Earth element, possessor gains +10 Defense, 2% Dodge, 2% Resilience, and +1 CON
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth 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 Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, 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 Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
-Ocean Prince-
Adept Water Synchronization- (Passive Ability, Ocean Prince) Amounts of Water element Damage possessor deals are increased by 10,000 points, Water element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Water element Spells, and may not be converted into other types of slots by individuals below Level 100
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 Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Pillar Against The Madness- (Passive Ability, Priest) If possessor is a devout worshipper of the Twelve Ancients pantheon, possessor cannot become the subtype Darkspawn, cannot equip Forbidden Magic spells, gains a 50% resistance to Darkspawn under <Possessor's Level + 20>, and gains a 50% resistance to Forbidden Magic spells cast by individuals under <Possessor's Level + 20>, has RP effects in certain circumstances
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
-Radiant Hierophant-
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Flame Chop- (Technique Ability, Ravager) Possessor may use 'Flame Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Chop- (Technique Ability, Ravager) Possessor may use 'Frost Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
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 Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of 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 Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
-Seer-
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
♢Cataclysm Comes!- (Active Ability, Seer) Possessor's 'Doom Prophecy' actions may name a moderate negative status effect instead of a minor one
♢Doom and Cataclysm, Intertwined- (Passive Ability, Seer) Possessor's 'Doom Prophecy' ability may choose both a minor negative status effect and a moderate negative status effect instead of just one status effect
♢Doom Prophecy- (Active Ability, Seer) Possessor may perform an action, choosing a target, a minor negative status effect, and a round number greater than the current round's number. Possessor acquires a non-stacking buff that doubles possessor's infliction chance of that minor negative status effect on the chosen individual during the chosen round.
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
♢Preordained Arrival- (Active Ability, Seer) If possessor is wearing a Robe, possessor may not be prevented from entering or leaving battlespaces by equal or lower Level individuals the first time per round that possessor moves from one battlespace to another
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
♢The Instrument Is Named- (Active Ability, Seer) Possessor's 'Doom Prophecy' actions may apply their buff to a chosen ally of possessor instead of possessor
-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects
Tasked by the Great Khan's Wife to Bring His Spirit Rest- (Passive Ability, Shrine Maiden) Possessor gains +55,000 Defnse against Undead whose name includes 'Dead Khan' or 'Great Khan', Possessor ignores the Resistance and Immunities of Bosses named 'The Great Khan Risen' that are Level 60 or lower and on the Boss List.
White Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a White Spiritual Mark, Possessor cannot cast spells that would give possessor a Black Spiritual Mark, equip items that would cause possessor to count as having a Black Spiritual Mark, or gain the abilities 'Black Mark of the Spirits' or 'Black Mark of the Spirits'
-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
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
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Formshift: Aerial- (Stance Ability, Skykeeper) Possessor's subtype becomes Aerial
Lay Eggs- (Active Ability, Skykeeper) Possessor may spend an action to summon any one Aerial below Level 20 that is either normally fightable for drops on the Enemy List or that is in stock in the shop, Max 10 summoned
Lay Large Eggs- (Passive Ability, Skykeeper) Possessor's 'Lay Eggs' ability has its Level restriction raised to summons below Level 40
Rooster's Wake-Up Caw- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may cure up to 2,000 allies of Fatigued at the start of each round
-Snow Queen-
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Frosty Lips- (Passive Ability, Snow Queen) Possessor's HP-Drain-dealing actions that deal Ice element Damage deal 10 additional Ice element Damage
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +5,000 Defense against Ice
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-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 Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
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 Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
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 Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
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.
-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Elusive- (Passive Ability, Thief) 15% Dodge
Fleet- (Passive Ability, Thief) +200 AGI that is counted as unmodified for capping purposes
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
-Thunder Czar-
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Transmuter-
Basic Transmutation 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
Apprentice Transmutation 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
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
-Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
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
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
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
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
-Wind Duke-
Absorb Air- (Passive Ability, Wind Duke) Possessor Absorbs Air against sources below Level 20 if Level 20 or greater
Adept Air Synchronization- (Passive Ability, Wind Duke) Amounts of Air element Damage possessor deals are increased by 10,000 points, Air element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Air element Spells, and may not be converted into other types of slots by individuals below Level 100
Air Immunity- (Passive Ability, Wind Duke) Possessor gains Air Immunity against sources below Level 20 if Level 20 or greater
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +500 to all stats while in a Zone of Air
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Emanate Air- (Passive Ability, Wind Duke) Whenever possessor absorbs Damage that is Air element Damage, Possessor may choose to deal 10,000 Flat Air element Damage to up to 10 targets
Expert Air Synchronization- (Passive Ability, Wind Duke) Air element Damage dealt to possessor (not including healing) is halved, Air element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Air element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 25,000 points
Improved Air Resistance- (Passive Ability, Wind Duke) Possessor gains 10% Air Resistance
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +1,000 to all stats while in a Zone of Air
Nonsynchronous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Nullify Air- (Passive Ability, Wind Duke) Possessor may remove the element Air from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Air-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Air-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Air from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Air- (Passive Ability, Wind Duke) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Suffocation
Reflect Air- (Passive Ability, Wind Duke) Possessor Reflects Air against sources below Level 20 if Level 20 or greater
Relentless Tempest of Air- (Passive Ability, Wind Duke) If possessor's last action was solely Air element either due to this ability or the technique 'Elemental Attack-Conversion: Air', possessor may make any of possessor's offensive actions solely Air element.
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20
Zonal Air Control- (Passive Ability, Wind Duke) Possessor may, at the start of each round, choose one Zone of Air that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-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
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
-Other: Aetheric Voyager
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Aether Manipulation- (Passive Ability, Other: Aetheric Voyager) Possessor may choose one of the following at the beginning of each round if Aether element: Create a Zone of Aether, Remove a Zone of Aether created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Aether by either possessor or a source below Level 20, Add Aether 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 Aether element on a Aether element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Aether, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Aether, 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 Aether element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Aether to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Aether, 5% Aether Resistance, or +50 Defense against Aether and 1% Aether Resistance until the end of the round as a non-stacking buff
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Apprentice Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 5% Aether Resistance
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Basic Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 1% Aether Resistance
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Control of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor has a 20% chance of being able to cancel the actions of Aether element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +5,000 Defense against Aether
Improved Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 10% Aether Resistance
-Other: Destiny Weaver-
♢Nexus of Fates- (Stance Ability, Other: Destiny Weaver) At the start of each round, possessor may transfer up to (Possessor's Level) Fate element or Enchantment buffs or debuffs from targets that are either willing or lower Level than possessor to targets that are either willing or lower Level than possessor
♢Prophetic Spell- (Stance Ability, Other: Destiny Weaver) Possessor may use 'Prophetic Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as no other Technique is being used and possessor is casting a Fate element spell as part of said action. Said action may be delayed up to (Possessor's Level) rounds, and, if it is its performer's only delayed action at the time, it may not be countered, including preemptively, by entities below its performer's Level without its performer's permission.
-Other: Kringlemaster-
A Gift for You!- (Active Ability, Other: Kringlemaster) Possessor, if a Santa, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of (1,000 * Possessor Level) that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack, Melee Attack, or Magical Attack (choosing one type across all items for said action) bonuses of equipped Box items, that possesses 'May Heal', that possesses '100% inflicts any one minor or moderate status effect', that is solely any combination of base elements, and costs 0 MP
Apprentice Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Basic Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 20% Charm Resistance
Bearer of Yearly Gifts- (Passive Ability, Other: Kringlemaster) Once per thread per individual, possessor may increase the value of a stat buff that possessor places on an individual by 15,000 points as a non-stacking effect across all applications
Defensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +50 Defense
Defensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +250 Defense
Explosive Gifts- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's offensive 'A Gift for You!' actions may gain '1 hit against (5 * Possessor Level)' and may gain the element Fire
Formshift: Santa- (Stance Ability, Other: Kringlemaster) Possessor's subtype becomes Santa
Kringlemaster- (Passive Ability, Other: Kringlemaster) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Santa pet only, This ability provides +500 HP and +100 to all stats of possessor's Santa pets and summons per Level of possessor
Offensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 50 points
Offensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 500 points
Santa Calling I- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +20 to all stats
Santa Calling II- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +200 HP
Santa Calling III- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +500 MP
Santa Calling IV- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +2,000 HP and +4,000 MP
Santa Calling V- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons may not be unsummoned by sources below Level 5
Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20 to all stats
Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +100 to all stats
Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 40% Charm Resistance
Santa's Sleighmastery- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's Vehicle transformations whose name includes 'Sleigh' gain +3,000 to all stats and +15% Dodge
Speed-Focused Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
-Other: Unbound Guru-
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Apprentice Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Basic Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +50 to all stats
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +10 to all stats
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Control of Void- (Passive Ability, Other: Unbound Guru) Possessor has a 20% chance of being able to cancel the actions of Void element individuals below Level 20, with things that would occur before and after said actions still occurring
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Cosmic Harmonization of Void and Air- (Passive Ability, Other: Unbound Guru) Possessor may count Wind Duke abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Wind Duke abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Wind Duke)
Cosmic Harmonization of Void and Earth- (Passive Ability, Other: Unbound Guru) Possessor may count Mountain King abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Mountain King abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Mountain King)
Cosmic Harmonization of Void and Fire- (Passive Ability, Other: Unbound Guru) Possessor may count Blazing Sultan abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Blazing Sultan abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Blazing Sultan)
Cosmic Harmonization of Void and Metal- (Passive Ability, Other: Unbound Guru) Possessor may count Archsmith of Metal abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Archsmith of Metal abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Archsmith of Metal)
Cosmic Harmonization of Void and Water- (Passive Ability, Other: Unbound Guru) Possessor may count Ocean Prince abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Ocean Prince abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Ocean Prince)
Cosmic Harmonization of Void and Wood- (Passive Ability, Other: Unbound Guru) Possessor may count Lord of Trees abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Lord of Trees abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Lord of Trees)
Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Void
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Meditative Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor may choose, at the beginning of a thread, to become solely Void element
Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Sight Without Sight- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Blind while Void element
Sound Without Sound- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Deaf or Impaired: Mute while Void element
Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Understanding of Void as the Core of Esoteric Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Wood and Metal for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Wood and Metal for purposes of Elementalist abilities
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void 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 Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, 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 Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff
-Misc-
Base Holy One Synchronicity- (Passive Ability, Prophet of the Brightest Heavens) Possessor may treat Holy One as a base subtype
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Lay Dragon Eggs- (Passive Ability, Dragon Lord) Possessor's 'Lay Eggs' ability may summon Dragons
Lay Fish Eggs- (Passive Ability, Seakeeper) Possessor's 'Lay Eggs' ability may summon Aquatics
Lay Reptile Eggs- (Passive Ability, Other: Herpetologist) Possessor's 'Lay Eggs' ability may summon Reptiles
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Samurai Santa- (Passive Ability, Kensei) Sword Arts spells cast by possessor may gain '1 hit against every individual in caster's battlespace' if they already target at least one non-caster individual and caster is Level 40 or greater and/or is a Santa
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Ultra-Strength- (Passive Ability, Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Tasks-
Undertaking: "Safeguard the Desert"
136 out of 200 Miragas killed
49 out of 50 Great Sariscos Beetles killed
9 out of 20 Bel-Miragas killed
Weapons-
*Final Shutdown Key- (Weapon, Deadly Item, Technology & Void, 80,000,000 Gold) +80,000 Melee Attack against Coded Beings, +80,000 Magical Attack against Coded Beings, 30% inflicts Instant Death on Coded Beings, Coded Beings killed by wielder may not be resurrected by sources below Level 80, Wielder must be Level 40 or greater and possess the ability 'Adept Reality Coder Knowledge' or 'Heir of Dust'
*Soul Bow of the Witch Queen of Drazma- (Weapon, Bow, Magic & Fire & Life, 10,000,000 Gold) +10,000 Ranged Attack, +10,000 SPI, +10,000 Defense against Spirit Damage, Wielder's turn-order-determining stat becomes Spirit, Wielder's Prime Attribute for Ranged Attack actions becomes Spirit, Wielder's per-item Ranged Attack bonus capping becomes based on Spirit, Wearer must have a Base SPI of at least 30 to have this item equipped
'The Lane Shooter' Bowling Ball- (Weapon, Orb, Air & Technology, 17,600 Gold) +19 Ranged Attack, 110% To Hit, Wielder's Attack with Finesse actions may inflict 1 hit against 2 if only targetting individuals below Level 5
'The Rolling Dragon' Bowling Ball- (Weapon, Orb, Magic & Physical, 6,300,000 Gold) +4,100 Ranged Attack, 145% To Hit
2 Ace's Revolver- (Weapon, Gun, Light, 77,000 Gold) +94 Ranged Attack, +5% Critical
Air Staff- (Weaponx2, Staff, Air, 15,000 Gold) +40 Magical Attack for Air element spells
Ancient Wooden Druid’s Staff- (Weapon, Staff, Earth, 2,055,000 Gold) +2,200 Melee Attack, +2,400 Magical Attack, +1,700 STR, +1,400 CON, +2,000 MIN, +2,000 SPI, Wielder’s Druid Magic spells cost 15,000 less MP and heal an additional 20,000 HP and 10,500 MP provided they already provide such types of healing, Gives +2,000 Defense if wielder has at least 4 Plant allies whose combined levels total at least 60
Animated Sword- (Weaponx0, Sword, Physical & Magic, 100,000 Gold) +100 Melee Attack, +100 STR, +100 AGI, Wielder may not have this item equipped if wielder has any other Weaponx0 equipped
2 Anti-Structural Ballistic Missile Weapon- (Weaponx2, Other: Siege Weaponry, Physical, 370,000 Gold) +1,440 Ranged Attack, 5% inflicts Stun, deals double damage to Large Structures
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
Astoundingly Good Tree Pruner- (Weaponx2, Tool, Earth & Physical, 65,000 Gold) 15% inflicts Confusion: Fear on each enemy Plant under level 15 at the beginning of battle, 25% inflicts Discomfort on each enemy Plant under level 15 if used in an attack that kills a Plant
Axe of Dwarven Ghosts- (Weapon, Axe, Darkness, 15,000 Gold) +20 Melee Attack, Undead are treated as having 300 less defense when hit by this weapon
Bane Ash Cigar- (Weapon, Deadly Item, Fire & Darkness, 190,000 Gold) +45 Ranged Attack, this weapon, instead of dealing normal damage with Ranged Attacks, deals 1/10 normal damage as CON damage, to a max of 1,000 CON damage per attack, 5% inflicts Voidstruck
5 Blade of Occasional Awesomeness +5- (Weapon, Sword, Physical & Light, 50,000 Gold) +5 Melee Attack, 1% it instead provides +5,000 Melee Attack
Body-Part-Aging Branch- (Weapon, Wand, Magic & Time, 6,550,000 Gold) +6,500 Magical Attack, +6,500 SPI, 120% To Hit, 15% may inflict Fatigued: Elderly, 10% may inflict Stat Drain: STR Drain, 10% may inflict Stat Drain: AGI Drain, 10% may inflict Stat Drain: CON Drain
Body-Part-Teleporting Branch- (Weapon, Wand, Magic & Spatial, 6,450,000 Gold) +6,400 Magical Attack, +6,400 SPI, 120% To Hit, 10% may inflict Wounded, 10% may inflict Stat Drain: STR Drain, 10% may inflict Stat Drain: AGI Drain, 10% may inflict Stat Drain: CON Drain
Cabalist's Rod- (Weapon, Wand, Darkness & Magic, 625,000 Gold) +610 Magical Attack, +650 SPI, +430 MIN, 110% To Hit, Wielder may, at the beginning of battle, designate two different allies, for the remainder of the battle, caster may user said target allies to pay the cost of Spells, to a max of 80,000 MP per action and per Spell, stacks 1 time across different targets and once per target
Chipper (Golf Club)- (Weapon, Polearm, Physical, 7,500 Gold) +14 Melee Attack, wielder counts as 2 Levels higher, to a max of Level 99, for purposes of causing row-shifting
Clipboard of Dilligence- (Weapon, Other: Clipboard, Universe, 60,000 Gold) +25 Melee Attack, +25 Ranged Attack, +25 Magical Attack, Grants Immunity to Sleep
7 Crusader General’s Shield- (Weapon, Shield, Light & Physical,3,050,000 Gold) +2,700 Melee Attack, +3,000 Defense, +3,000 CON, 30% Resilience, 15% Dodge, 20% Darkness Resistance, 20% Light Resistance, 20% Magic Resistance, 50% Voidstruck Resistance, 20% Burning Resistance, 60% Fatigued Resistance, 60% Charm Resistance, 60% Confusion Resistance
20 Crusader Paladin’s Shield- (Weapon, Shield, Light & Physical, 1,750,000 Gold) +1,100 Melee Attack, +1,800 Defense, +1,600 CON, 25% Resilience, 15% Dodge, 18% Darkness Resistance, 18% Light Resistance, 18% Magic Resistance, 40% Voidstruck Resistance
6 Darksky Sniper Rifle- (Weaponx2, Gun, Darkness, 105,000 Gold) +240 Ranged Attack, 120% To Hit, 5% Dodge, +240 additional Ranged Attack in a Zone of Darkness, 5% inflicts Blind in a Zone of Darkness
21 Dead Khan's Rider's Blade- (Weapon, Sword, Physical & Darkness, 15,500,000 Gold) +15,500 Melee Attack, +15,500 STR, +15,500 AGI
21 Dead Khan's Rider's Javelins- (Weapon, Spear, Physical & Air & Darkness, 15,500,000 Gold) +15,500 Ranged Attack, +15,500 STR, +15,500 AGI, Wielder's 'Ranged Attack' actions may use Agility or Strength as their Prime Attribute
3 Decorated Irjdopli Spear from Sildriza- (Weapon, Spear, Earth, 49,000 Gold) +36 Melee Attack, +80 AGI on turns 2 and 3, +20 AGI on turn 4, +10 STR
86 Demon’s Black-Ice Spear- (Weaponx2, Spear, Ice & Darkness, 825,000 Gold) +1,850 Melee Attack, +1,600 STR, +1,600 AGI, +1,600 SPI, 20% inflicts Frozen, 10% inflicts Voidstruck, 5% inflicts Wounded, 25% Critical
89 Demon's Flaming Sickle- (Weaponx2, Scythe, Fire & Darkness, 825,000 Gold) +1,850 Melee Attack, +1,600 STR, +1,600 AGI, +1,600 SPI, 20% inflicts Burning, 10% inflicts Voidstruck, 5% inflicts Wounded, 25% Critical
Dwarven Silver Shield- (Weapon, Shield, Earth, 19,000 Gold) +25 Defense
Element-Breaker Sphere- (Weapon, Orb, Earth & Air & Fire & Water, 7,000,000 Gold) +7,555 Ranged Attack, +7,000 Magical Attack, +7,200 to all stats, 100% Critical against Elementals, Wielder may make any attack from this weapon solely any one base element that the attack already is
Ember Scythe- (Weaponx2, Scythe, Fire, 217,000 Gold) +498 Melee Attack, +210 AGI, Individuals damaged by this weapon's wielder's Fire element sources of damage take 5,000 Fire element damage the round after they suffer said Fire element damage as a non-stacking effect that does not trigger off of itself
21 Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Experimental Plan Checklist- (Weapon, Other: Clipboard, Technology & Formus, 30,000,000 Gold) +30,000 Magical Attack, +30,000 MIN, +300,000 MP, Wielder may, at the start of a thread that this item is brought into, to a max of once per thread, choose up to 200 different in-stock weapons in the Shop worth under 30,000,000 Gold, and, at the beginning of each of wielder's actions, up to once per thread per chosen item, have this item turn into a copy of the chosen item for the duration of the action
Finely-Articulated Animated Dancing Doll- (Weapon, Other: Toy, Technology & Air, 1,100,000 Gold) +1,100 Melee Attack, +1,100 Ranged Attack, +1,100 AGI, +1,100 SPI, 125% To Hit, 25% Dodge, Wielder counts as possessing an additional Dancer ability, Wielder counts as possessing the ability 'Dancer', Wielder's 'Melee Attack', 'Ranged Attack', and 'Point Blank' actions count as including a Dance spell, Wielder's 'Melee Attack', 'Ranged Attack', and 'Point Blank' actions may use SPI as their Prime Attribute
3 Force of Air- (Weapon, Force, Air, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 30% Resilience, Wielder’s element becomes solely Air and may not be changed by sources below Level 50, All of wielder's actions become solely Air element, Wielder may not cast Earth element spells, 30% Air Resistance, 100% Earth Weakness
114 Force of Fire (2)- (Weapon, Force, Fire, 5,000,000 Gold) +5,000 Magical Attack, +5,000 Melee Attack, +5,000 Ranged Attack, Wielder's actions become solely Fire element, Wielder becomes Fire element, 30% Fire Resistance, 50% Burning Resistance, Wielder gains +1,000 to all stats if Fire element
6 Gun of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Ranged Attack, 1% it instead provides +5,000 Ranged Attack
2 Great Sarisscos Shield- (Weapon, Shield, Earth & Physical, 80,000 Gold) +69 Defense, +15 STR, +20 CON
6 Great Tengu's Fan- (Weapon, Fan, Air, 1,250,000 Gold) +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 AGI, 30% Dodge, If wielder's Melee Attack or Ranged Attack action damages an individual who has less than 20% of its Max HP that is below Level 45 at either the start or end of wielder's attack, then wielder may forcibly shift said individual's row, with said individual only being able to be moved for row-number-ordering purposes if no other individual may be moved to correct any imbalances, Wielder gains +1,000 to all stats if a Mask is equipped
Greater Balanced Greatmace- (Weaponx2, Mace, Physical, 10,000,000 Gold) +25,000 Melee Attack, 140% To Hit, 45% Critical, this item may be wielded as a Weaponx1 by individuals who possess at least 50,000 Strength
2 Greater Magical Paintbrush- (Weapon, Wand, Magic, 329,000 Gold) +365 Magical Attack, +5,000 MP, Wielder's uses of Magical Pigments in the casting of spells reduce the cost of said spells by 5,000 additional MP, 15% Confusion: Depression Resistance
Growth Rod: Winter- (Weapon, Wand, Ice, 50,000 Gold) +30 Magical Attack, wielder may skip a turn to heal target Ice element individual for 1,000 HP
23 Heart of the First Fire- (Weapon, Soul, Fire, 60,000,000 Gold) +60,000 Magical Attack, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Hohomega Santa-Orb Festival Tree- (Weaponx2, Orb, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder's turn-order-determining stat sum is increased by +40,000 for turn-order-determining purposes as a non-stacking bonus if its wielder is a Santa, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 70 who are below wielder's Level, Wielder is Immune to sources below Level 60, Wielder may spend an action to replicate an action performable by any Celestial, Angel, Santa, or Plant below Level 80 that is below wielder's Level that is normally fightable for drops on the enemy list as though an instance of said entity were performing said action, Wielder gains a non-stacking buff that lasts 1 round that provides +400,000 Defense whenever wielder trades an item to an ally, This item additionally counts as possessing the subtypes Plant and Santa, Wielder must be Level 60 or greater
Holly Blade- (Weapon, Sword, Earth & Hope, 150,000,000 Gold) +150,000 Melee Attack, 300% may inflict Charm or Poison
208 Holy Blade- (Weapon, Sword, Light & Physical, 1,780,000 Gold) +1,900 Melee Attack, +1,500 STR, +1,300 AGI, +1,500 CON, +1,500 SPI, 20% Critical, 130% To Hit, 15% inflicts Awestruck
Holy General's Blade- (Weapon, Sword, Light & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 STR, +2,800 AGI, +3,000 CON, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Awestruck, Wielder's allies gain +200 to all stats, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance
7 Holy General’s Blade (2)- (Weapon, Sword, Light & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 STR, +2,800 AGI, +3,000 CON, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Awestruck, Wielder’s allies gain +200 to all stats as an effect that stacks a max of 10 times, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance
Ice Staff- (Weapon, Staff, Magic, 40,000 Gold) +20 Melee Attack, +45 Magic Attack, +30 MIN, +500 Ice element damage on hit with Ice element Spells, Ice element spells cost 50 less MP to cast and take 1 less turn to cast if they normally take multiple turns, non-Ice element Spells have their damage halved and take an additional turn to cast
Illusory Rod- (Weapon, Wand, Illusion, 45,000 Gold) +48 Magical Attack, 5% inflicts Confusion, Wielder counts as being 2 Levels higher, to a max of Level 40, for purposes of casting Illusion spells
8 Irjdopli Spear from Sildriza- (Weapon, Spear, Earth, 11,300 Gold) +15 Melee Attack, +5 AGI on turns 2 and 3
Lesser Orb of Dragon Control- (Weapon, Orb, Magic, 7,000,000 Gold) +7,555 Magical Attack, +7,200 to all stats, 50% inflicts Charm against Dragons, Wielder's offensive actions ignore the Charm Resistance and Immunity of Dragons below Level 40
2 Lewd Tendril- (Weapon, Whip, Acid & Darkness, 830,000 Gold) +890 Melee Attack, +700 STR, +700 AGI, +700 CON, 20% inflicts Dissolving, 5% inflicts Paralysis, 10% inflicts Charm, 25% Critical
96 Lich's Staff- (Weapon, Staff, Darkness & Magic, 8,655,000 Gold) +8,420 Melee Attack, +8,670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +8,200 additional Magical Attack, Wielder's Necromancy summons gain +5,200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 12,000 less MP
Lifemother Strands- (Weapon, Other: Puppet Strings, Life, 115,000,000 Gold) +115,000 Magical Attack, +115,000 AGI, +115,000 CON, +120,000 SPI, +118,000 MIN, Wielder's summons gain +15,000 to all stats as a non-stacking bonus that cannot take their stats to above 500% of their natural values, Wielder may summon 1 Animal, Aerial, Aquatic, Cthonian, or Spirit at the start of each round that is below Level 60 and normally fightable for drops, Wielder must be Level 40 or greater
Magic Fastball- (Weapon, Throwing Weapon, Physical & Air & Magic, 600,000 Gold) +600 Ranged Attack, +600 AGI, 115% To Hit, Wielder counts as wielding an Orb
1 Metamorphic Weapon- (Weapon, Force, Magic, 1,575,000 Gold) +1,400 Melee Attack, +1,400 Ranged Attack, +1,400 Magical Attack, +800 to all stats, at the beginning of a thread, possessor may choose to make this weapon's element any base element or combination of base elements and its subtype any base weapon subtype
Miniature SMG- (Weapon, Gun, Technology, 31,000 Gold) +30 Ranged Attack, 5% inflicts 3 hits against 1 that deal 7/8 damage with Ranged Attacks
Mistletoe-Tipped Wand- (Weapon, Wand, Ice & Magic, 78,000 Gold) +74 Magical Attack, +30 SPI, 3% inflicts Charm: Lovestruck
2 Moon of Vhaleos- (Weapon, Scythe, Darkness, 6,000 Gold) +17 Melee Attack, +8 Magic Attack, +1 AGI against Dragons, +5 Defense Against Darkness
Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 655,000 Gold) +420 Melee Attack, +670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder's Necromancy summons gain +200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 400 less MP
3 Necrosis Mace of the Meat Baron- (Weapon, Mace, Darkness, 475,000 Gold) +559 Melee Attack, +559 additional Melee Attack if wielder has an open weapon slot, Inflicts drain if used against Humans, Humanoids, Animals, Insects, Aerials, or Aquatics, Heals Undead
5 Officer Crawdad Nightstick- (Weapon, Club, Water & Physical, 190,000 Gold) +240 Melee Attack, 30% inflicts 2 hits against 1
Phoenix Wand- (Weapon, Wand, Fire & Light, 28,500,000 Gold) +29,000 Magical Attack, +29,000 SPI, +29,000 MIN, Whenever wielder resurrects an individual, said individual is healed for 500,000 points of Light & Fire element HP Healing, May only be wielded by individuals of Level 20 and greater
Plague Cane (Lesser)- (Weapon, Wand, Darkness, 180,000 Gold) +140 Melee Attack, +180 Magical Attack, +190 MIN, 15% inflicts Disease
Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
4 Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
Rain Stick- (Weapon, Staff, Water & Magic, 70,000 Gold) +140 Melee Attack, +190 Magical Attack, Wielder gains +300 to all stats while in a Zone of Water, Wielder may spend an action to create a Zone of Water
Samurainess-Stealing Camera- (Weapon, Deadly Item, Memory, 45,000,000 Gold) +45,000 Ranged Attack, +45,000 Magical Attack, Targets of wielder's offensive actions that are not greater Level than wielder or above Level 80 lose 8 Kensei abilities of wielder's choice as a debuff that stacks 8 times
Sand Diamond Bowling Ball- (Weapon, Orb, Earth, 36,000,000 Gold) +36,000 Ranged Attack, +36,000 CON, +18,000 MIN, +18,000 SPI, 140% To Hit, 30% Earth Resistance
Santa Claws- (Weaponx2, Fist Weapon, Ice & Physical, 60,000,000 Gold) +120,000 Melee Attack, +120,000 STR, +120,000 AGI, Wielder's per-item Melee Attack bonus caps are double for this item, Wielder's 'Melee Attack' actions deal 1,200,000 additional Damage as a non-stacking effect if wielder's subtype is Santa
Santa's Drunk-Ass Train- (Weapon, Other: Toy, Physical & Chaos, 17,500,000 Gold) Wielder deals +17,500 Damage, Wielder is afflicted with Augmented: Haste whenever wielder attacks, Wielder has a 15% chance at the start of each round of announcing the message 'OH MAN IT'S OFF THE RAILS AND COMIN' FOR YA, BOYYYYYYYYYYYYYYYYYYYYYYYYY! CHOO-CHOO LIKE THE HOHO, YO!' and then dealing 1,750,000 Flat Physical & Chaos element Damage to one opponent at the end of the round, Wielder behaves as though afflicted with Poison: Drunk (but isn't if checked, but this item is if checked)
6 Shield of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Defense, 1% it instead provides +5,000 Defense
Skeletal Soldier’s Bow- (Weaponx2, Bow, Physical & Darkness, 65,000 Gold) +147 Ranged Attack, +97 STR, +97 AGI, Wielder does 1.5 times damage to individuals named ‘Unit of Pikemen’, 'Unit of Cavalry', 'Unit of Swordsmen', and 'Unit of Archers'
Skeletal Soldier’s Sword- (Weapon, Sword, Physical & Darkness, 65,000 Gold) +64 Melee Attack, +48 STR, +48 CON, +48 AGI, Wielder does 1.5 times damage to individuals named ‘Unit of Swordsmen’
Soldier’s Crossbow- (Weaponx2, Bow, Physical, 65,000 Gold) +165 Ranged Attack, +97 AGI, Wielder does 1.5 times damage to individuals named ‘Unit of Pikemen’, 'Unit of Cavalry', and 'Unit of Swordsmen', 2% inflicts 2 hits against 1
Speed-Reaver- (Weapon, Sword, Air & Physical, 7,000,000 Gold) +7,555 Melee Attack, +7,200 to all stats, Wielder gains 100% Critical against individuals below Level 60 whose turn-order-determining stat sum is greater than wielder's turn-order-determining stat sum
4 Supreme Steel Sunflower- (Weapon, Deadly Item, Light & Energy, 70,000,000 Gold) +70,000 Ranged Attack, +70,000 Melee Attack, wielder's 'Ranged Attack' actions may gain '3 hits against 5' and deal 1/2 Damage if its caster chooses to destroy a Zone of Light that it created during said action
The Scourge-Wind's Howl- (Weapon, Book, Air, 69,500,000 Gold) +69,000 Magical Attack, 80% Critical, Damage done by actions that involve Air element Elemental Magic spells that wielder casts may not be healed by sources below Level 60, Wielder must be Level 20 or greater and must possess the abilities 'Aeromancer' and 'Slayer'
The Storm's Judgment- (Weapon, Book, Air & Electrical & Light, 27,500,000 Gold) +27,500 Magical Attack, 100% may inflict Suffocation, Electrocuted, or Awestruck, Wielder's Electrical element 'Magical Attack' actions may remove 1 buff from a source below Level 60 that is not 5 or more Levels greater than wielder from each target if wielder is not in a Zone of Earth
Thundermaw Tendrils (Weaponx2, Whip, Electrical, 15,500,000 Gold) +15,500 Melee Attack, 120% inflicts Electrocuted, Wielder's 'Melee Attack' actions may deal HP Drain, Wielder counts as having an additional Bioaugmentaion equipped
6 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
20 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
18 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
11 Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
15 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
6 Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly Awesome Dead Walrus, Sapphire Edition!- (Weapon, Other: Chaos Talon, Water, 40,000,000 Gold) +39,000 Melee Attack, +39,000 Ranged Attack, +39,000 Magical Attack, +39,000 to all stats, 39% Critical, 39% Resilience, 139% To Hit, 39% Dodge, Wielder ignores the Resistances of individuals below Level 20, Wielder must be at least Level 30
Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly, Unstoppably Awesome Dead Walrus, Ruby Edition!- (Weapon, Other: Chaos Talon, Water, 60,000,000 Gold) +59,000 Melee Attack, +59,000 Ranged Attack, +59,000 Magical Attack, +59,000 to all stats, 59% Critical, 59% Resilience, 159% To Hit, 59% Dodge, Wielder ignores the Resistances of individuals below Level 40, Wielder ignores the Defense of individuals below Level 40, Wielder is Immune to individuals below Level 20, Wielder must be at least Level 50
2 Treantwood Club- (Weapon, Mace, Earth, 2,100,000 Gold) +2,100 Melee Attack, 10% Critical, Provides +4,500 to all stats if wielder possesses the ability ‘Guardian of Civilization’, Wielder is considered to be 5 Levels lower for purposes of equipping, summoning, and controlling Plant pets and summons, Wielder may, if wielder chooses to do so at the beginning of a thread and has at least 15 Justicar abilities, change this weapon’s elements to Law & Destruction, gain an additional +2,100 Melee Attack against Plants, and gain 41% Critical against Plants, and be considered 1 Level higher for purposes of equipping, summoning, and controlling Machine, Robot, Illuminated, Clockwork, and Large Structure pets and summons, If this item’s wielder chooses to do so, then said wielder loses all positive effects of possessed Druid abilities and may not cast Druid Magic spells
Tumult of the Skies- (Weapon, Book, Air, 34,100,000 Gold) +31,000 Magical Attack, +31,000 CON, +31,000 MIN, Whenever wielder performs a 'Cast a Spell' action that casts solely Air element Elemental Magic spells (of which at least one must be cast to trigger said effect), wielder may choose to rearrange any willing allies and any enemies below Level 60 who are not 10 or more Levels greater than wielder into any chosen row of their respective row-order formations
Very Sharp Ice Shard- (Weapon, Deadly Item, Ice, 14,000 Gold) +37 Melee Attack, +5% Critical, 3% Does no damage
Vicious Nail Bat- (Weapon, Club, Darkness, 1,300 Gold) +15 Melee Attacks, 5% Does 1-8 STR damage
1 Wand of Occasional Awesomeness +5- (Weapon, Wand, Magic & Light, 50,000 Gold) +5 Magical Attack, 1% it instead provides +5,000 Magical Attack
Woldstein Hammer- (Weaponx2, Hammer, Physical & Ice, 145,000 Gold) +380 Melee Attack, 15% inflicts Stun, 2% Critical
Wrath of the Cloudy Skies- (Weapon, Book, Air, 4,500,000 Gold) +4,500 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions gain an additional, non-stacking +45,000 Magical Attack if wielder is afflicted with Confusion: Enraged or Confusion: Berserk and is in a Zone of Air that was created by an Air element Elemental Magic or Geomancy spell cast by wielder
Armor-
3 Ageless Weaver's Dress- (Armor, Clothing, Darkness & Earth, 15,500,000 Gold) +15,500 Defense, +15,500 AGI, Armor and Accessory items created by wearer obtain a non-stacking buff that increases the Defense bonus they provide (if they provide one) by 15,500 points
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
3 Armor of the Great Spider- (Armor, Light Armor, Earth & Darkness, 15,500,000 Gold) +15,500 Defense, 120% Paralyzed Resistance
2 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
1,133 Aura of Flaming Butterflies- (Armor, Aura, Fire, 1,000,000 Gold) +1,000 Defense, 30% Fire Resistance, Wielder may deal 10,000 Flat Fire element Damage to all opponents at the start of each round, Wielder may deal 10,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action
Crusade Messenger's Armor (Greater)- (Armor, Light Armor, Light & Physical & Air, 3,100,000 Gold) +3,100 Defense, +3,100 AGI, +3,000 SPI, 35% Dodge, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 50% Awestruck Resistance, 20% Voidstruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance
Crusader Bishop's Robe- (Amor, Robe, Light, 3,200,000 Gold) +3,200 Defense, +2,500 CON, +1,900 AGI, +3,200 MIN, +3,100 SPI, 35% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Magic Resistance, 50% Awestruck Resistance, 20% Voidstruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance
36 Crusader Paladin’s Armor- (Amor, Heavy Armor, Light & Physical, 1,910,000 Gold) +2,100 Defense, +1,000 STR, +1,100 AGI, +1,700 CON, +1,600 SPI, 30% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 40% Awestruck Resistance
31 Dead Khan's Rider's Armor- (Armor, Light Armor, Physical & Air & Darkness, 15,500,000 Gold) +15,500 Defense, +15,500 Ranged Attack, +15,500 Melee Attack, +15,500 STR, +15,500 AGI, 75% Dodge, 175% To Hit
36 Dead Man's Desert Rags- (Armor, Clothes, Darkness & Fire, 70 Gold) +4 Defense, 1% Darkness Resistance, 1% Fire Resistance, 45% inflicts Hexed on wearer at the start of every round, This item is cursed and may not be unequipped normally
12 Desert Corsair Armor- (Armor, Light Armor, Fire & Earth, 26,000 Gold) +15 Defense, 10% Fire Resistance
Desert Corsair's Robes- (Armor, Robes, Earth, 61,000 Gold) +49 Defense, Miragi and Bel-Miragi cannot Confuse wearer
Dragon-Ambushing Armor- (Armor, Light Armor, Magic, 7,000,000 Gold) +6,500 Defense, +7,000 to all stats, Wearer gains a non-stacking bonus of +5,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes if any of wearer's opponents are Dragons
Elaborate Martial Artist's Gear- (Armor, Clothing, Physical, 75,000 Gold) +50 Defense, +99 Melee Attack, Melee Attacks with no weapons other than Fist Weapons equipped have a 5% chance of inflicting Stun
Elemental-Slayer Armor- (Armor, Heavy Armor, Earth & Air & Fire & Water, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, 30% Elemental Resistance
Excellently Crafted Fog-Borne Aeromancer's Robe- (Armor, Robes, Air, 910,000 Gold) +900 Defense, +920 AGI, +920 MIN, +920 SPI, 15% Dodge, 20% Dodge if in a Zone of Air, 115% To Hit, 20% Air Resistance, 20% Magic Resistance, Wearer's spells count wearer as having cast Call Unto Air two additional times, Wearer counts as wearining an item named 'Fog Boots', Wearer may, once per round, create a Zone of Air before any of wearer's actions, Wearer may spend an action to attach a non-stacking effect to a Zone of Air that either provides +500 to all stats of all Air element individuals in it, provides +250 to all stats of all of wearer's allies, that deals 15,000 Air, Water, or Electrical element damage to all individuals in it at the start of every round, that decreases the MP cost of Air element spells and abilities by 5,000, that increases the cost of Earth element spells and abilities by 5,000, that provides +10% to Hit for Air element actions, or that causes all Air element Elementals below level 40 in it to have a 20% chance of being afflicted with Charm with its creator as a source at the start of every round, with a total of one of these effects being able to be placed on each Zone at a time, a total of 5 of these effects being able to be created by any individuals in battle at any time, and none of these effects stacking with one another regardless of the robe they came from or the wearer of said robe at the time of this effect's activation, Wearer may spend an action to declare any Cardinal Wind as being the Primary Active Wind
18 Finery of the Calif of Air- (Armor, Clothing, Air, 8,700,000 Gold) +8,400 Defense, +8,100 to all stats if wielder is Air element, 30% Air Resistance, Wielder's Air element spells and abilities cost 10,000 less MP
Greater Air-Resistant Armor- (Armor, Heavy Armor, Magic, 7,000,000 Gold) +7,000 Defense, +7,000 Defense against Air, 30% Air Resistance
Greater Radiant Miko's Robe- (Amor, Robe, Light, 3,200,000 Gold) +3,200 Defense, +2,500 CON, +3,200 MIN, +3,100 SPI, 35% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Magic Resistance, 50% Awestruck Resistance, 20% Voidstruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance, Wearer's Spirit Magic spells cost 5,000 less MP to cast
House Hellstrom Emblemed Armor- (Armor, Heavy Armor, Fire, 10,000 Gold) +50 Defense, Hellstrom nobility may instant-kill wearer
Icy Emperor's Robe- (Armor, Robe, Ice & Magic, 55,000,000 Gold) +55,000 Defense, 40% Ice Resistance, Wearer deals 100,000 additional Ice element Damage per action that deals Ice element Damage
102 Lich's Robe- (Armor, Robe, Darkness & Magic, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Darkness Resistance, +8,730 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +8,200 additional Magical Attack, Wielder's Necromancy summons gain +4,500 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 8,500 less MP
Metamorphic Armor- (Armor, Aura, Magic, 1,575,000 Gold) +1,400 Defense, +800 to all stats, +100 Defense against stat damage, at the beginning of a thread, possessor may choose to make this armor's element any base element or combination of base elements and its subtype any base armor subtype
Necromancer's Robe- (Armor, Robe, Darkness & Magic, 710,000 Gold) +600 Defense, +200 Defense against Darkness, 20% Darkness Resistance, +730 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder's Necromancy summons gain +210 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 500 less MP
96 Ornately Warded Robe of the Hero-Gardener- (Armor, Robe, Warding & Light, 5,000,000 Gold) +5,000 Defense, +500 Defense against Stat Damage, 30% Magic Resistance, Wearer's allies gain +1,000 to all stats as a non-stacking bonus
Phantom Coat- (Armor, Light Armor, Darkness, 73,000 Gold) +75 Defense, 5% Dodge, 5% Darkness Resistance, +500 HP, +500 MP
Sand Mirage Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Magical Attack, 45% Dodge, Wearer gains +950 additional Defense and 50% Dodge while the terrain or phantom terrain is Desert or while in a Zone of Magic, Wearer’s Dodge value ignores Dodge-Penalizing effects that come from Earth or Magic element actions or sources provided said sources are below Level 50
Sandstorm Alchemist's Coat- (Armor, Light Armor, Earth, 1,500,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,200 Melee Attack, +985 Magical Attack, 40% Resilience, 135% To Hit, Alchemy spells cost wearer 5,000 less MP and 5,000 less Gold to cast if wearer is in a Zone of Earth, Wearer ignores the direct negative effects of weather effects in the Desert of Sildriza encounter area, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50
176 Sandstorm Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,200 Melee Attack, +985 Magical Attack, 40% Resilience, 135% To Hit, Wearer ignores the direct negative effects of weather effects in the Desert of Sildriza encounter area, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50
Skilled Desert Gunner's Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,400 AGI, 140% To Hit, 35% Resilience, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50
Spirit-Evading Armor- (Armor, Light Armor, Light & Darkness, 4,000,000 Gold) +4,555 Defense, +4,200 to all stats, Wearer gains 50% Dodge against Spirits
273 Violet Syndicate Robes- (Armor, Robe, Darkness, 30,000 Gold) +29 Defense, +14 MIN, 2% Darkness Resistance
Wedding Dress Made of Photos of Vashna- (Armor, Clothing, Chaos, 3,000,000 Gold) -3,000 SAN, Wielder's offensive actions may gain a 100% chance of inflicting any one minor negative status effect, Wielder's stats may not be linked to those of other individuals without wielder's permission unless someone above Level 20 is doing it or the individual doing it is a worshipper of a deity whose name includes 'Vashna'
Accessories-
*Burial Mask of Ahnan-Rhosep- (Accessory, Mask, Light, 80,000,000 Gold) +80,000 Defense, +80,000 SPI, Wearer gains +8,000,000 HP as a non-stacking bonus, individuals who kill wearer are afflicted with a non-stacking debuff that provides -16,000 to all stats, At the start of each round, if wearer is dead, wearer may, once per thread across all wearers of this item and once per thread per wearer per copy of this item, transform into a Pharaoh from the Enemy List, Wearer counts as 15 Levels higher, to a max of Level 75, for purposes of being able to transform into this Transformation, Wearer's transformations that are Bosses gain the subtype Undead, obtain +80,000 to all stats as a non-stacking bonus, obtain +80,000,000 HP as a non-stacking bonus, and (obtain all of the abilities and constant effects possessed by the entity 'Pharaoh' on the Enemy List if Level 53 or greater)
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
छ *Cael's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 Mind (Bound to Indrasena)
*Key to the Rolling Beast Dens of Eshryn Lye- (Accessory, Quest Item, Fire & Earth, 59,000 Gold) +30 STR
*Map to the Treasure Tower of Qaatmos- (Accessory, Quest Item, Physical, 200,000 Gold) +2 MIN
*Mohbul-Saatva Base Key (From The Library of Lorekeepers)- (Accessory, Quest Item, Technology, 95,000 Gold) +45 MIN
*Mohbul-Saatva Room Key 389- (Accessory, Quest Item, Technology, 61,000 Gold) +2 MIN
*Raaic Map Cube- (Accessory, Quest Item, Magic & Technology, 1,300,000 Gold) +150 MIN, 110% To Hit
*Stone of Vyersnath- (Accessory, Quest Item, Magic & Whimsy, 500,000 Gold) +500 to all stats, 10% Resistance to all Base Elements
3 Ageless Weaver's Hat- (Accessory, Hat, Darkness & Earth, 15,500,000 Gold) +15,500 Defense, +15,500 SPI, +1,500 Defense against Stat Damage, Wearer's stats may not be scanned by individuals below Level 60
Arena Member's Charm (2)- (Accessory, Other: Mystic Infusion, Fire, 7,000 Gold) Wielder gains 5% inflicts Charm if wielder possesses at least 5 Fame
272 Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Banner Proclaiming Its Bearer to be Caelum Aetherius, Which Summons Numerous Individuals and Pieces of Fabricated Evidence that Ardently Proclaim Such- (Accessory, Enchanted Armor, Illusion, 45,000,000 Gold) +45,000 Defense, +45,000 SPI, Wielder gains the element Illusion, Wielder's name becomes 'Caelum Aetherius (Time Cloned Spirit Binder)', Entities below Level 60 may not prevent wielder's name from counting as being 'Caelum Aetherius (Time Cloned Spirit Binder)', Wielder counts as possessing 30 additional allies if wielder's name includes 'Caelum Aetherius'
9 Basic Magewright's Seal- (Accessory, Seal, Magic, 15,000 Gold) +25 to all stats, +12 Magical Attack
2 Blackclad Order Mage’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 1,500,000 Gold) +1,450 Magical Attack, +1,450 Defense, +600 to all stats, 15% Magic Resistance, 15% Darkness Resistance, 15% Acid Resistance, +15,000 MP, 40% Resilience against Magic element attacks and effects, 15% Resilience, 130% To Hit
Bulkup Weight- (Accessory, Trinket, Physical, 2,000,000 Gold) +2,000 STR, +200 CON
Cap-Feather of Obvious Superiority- (Accessory, Trinket, Air & Fire, 21,000 Gold) +30 to all stats, Wearer must have 85 or more Base Stat points to have this item equipped
6 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
594 Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
1,846 Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Crusader General’s Helm- (Accessory, Helmet, Light, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, all of wearer’s allies gain 20% Resilience, Immunity to minor status effects from sources below Level 30, +500 to all stats, and 50% Voidstruck Resistance, Bonuses to allies from this item do not stack
Cubic Zirconium Ring- (Accessory, Ring, Earth, 1,000 Gold) +2 Defense
Daccehenburg Industries Gloves- (Accessory, Gloves, Darkness & Technology, 50,000 Gold) +400 Defense, +400 to all stats, +350 Magical Attack for Psychic Arts, Technomancy, and Rune Magic spells
21 Dead Khan's Rider's Saddle- (Accessory, Trinket, Physical & Darkness & Air, 15,500,000 Gold) Wielder's Steed transformations gain +15,500 to all stats as a non-stacking bonus
Doubly Improved Mirage Ring- (Accessory, Ring, Magic, 95,000 Gold) 35% Confusion Resistance, +45 Magical Attack, +60 SPI, -15 MP for the cost of all Illusion Magic spells, +190 Defense against anything with Miragas in its name
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
2 Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Element-Shielded General's Helm- (Accessory, Helmet, Earth & Air & Fire & Water & Magic, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, 30% Earth Resistance, 30% Air Resistance, 30% Fire Resistance, 30% Water Resistance, all of wearer’s allies gain +500 to all stats, 20% Earth Resistance, 20% Air Resistance, 20% Fire Resistance, and 20% Water Resistance, Bonuses to allies from this item do not stack
Elementalist's Tome- (Accessory, Tome, Earth & Air & Fire & Water, 800,000 Gold) +8,000 MP that may only be used for Elemental Magic spells, Wielder may equip 10 additional Elemental Magic spells, provided wielder has no non-Elemental-Magic spells equipped
Elementalized Power Charm- (Accessory, Amulet, Magical & Physical & Air & Earth & Fire & Water & Light & Darkness & Technology & Psychic & Acid & Ice & Electrical, 10,500 Gold) +100 Damage for all attacks, Wearer may have actions targeting individuals who are either allied with wearer or are under level 20 that included wearer's element become solely wearer's element
2 Emblem of Magi- (Accessory, Other: Elder Symbol, Magic, 36,000,000 Gold) +18,000 Magical Attack, +36,000 MIN, +36,000 SPI, +300,000 MP as a non-stacking bonus, 30% Magic Resistance, 5% Mystic Resistance, Spells cost wielder 300,000 less MP to cast as a non-stacking bonus
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
Endless Sack of Fun Toys- (Accessory, Container, Ice & Hope & Magic, 80,000,000 Gold) Wielder may spend an action to create a Temporary Toy weapon that is in stock in the Shop that is worth under 40,000,000 Gold, Wielder may spend XP to create more mundane toys in large quantities as an RP effect
11 Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 1,000,000 Gold) Wielder regenerates 10,000 HP per round, +10,000 HP
9 Eye of the Third Wind- (Accessory, Amulet, Air, 40,000 Gold) +80 AGI, 10% Dodge
Feathered Archmage's Cloak- (Accessory, Cloak, Magic, 27,000,000 Gold) +21,000 Defense, +25,000 Magical Attack, +26,000 AGI, +26,000 SPI, +26,000 MIN, 30% inflicts Manablasted
6 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
First Boss Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bossess below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
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
5 Fleet Sash- (Accessory, Scarf, Air, 35,000 Gold) +30 AGI, +30 additional AGI for turn-order-determining purposes if AGI is one of wearer's turn-order-determining stats, 2% Dodge
Frilly Stilts- (Accessory, Shoes, Life & Wood, 12,000,000 Gold) Wearer deals full Damage to non-Fire-element targets in the back row who are below Level 40
7 Giltrych Glove- (Accessoryx.5, Gloves, Magic, 760,000 Gold) +750 to all stats, Wearer may choose to have any equipped weapons with base subtypes that are non-unique and worth below 760,000 Gold have their subtype changed to any other base subtype
2 Glorious Skeleton Knight Champion's Seal- (Accessory, Seal, Light & Darkness, 98,000 Gold) +75 to each stat, +90 Defense, 10% to Hit, 10% Critical, +130 Defense against Darkness , +130 Defense against Light , gives an additional +150 to all stats of user's summoned Undead, Undead pets, and user if user is Undead
Greater Scarf of the Elusive Heavenly Spirits- (Accessory, Scarf, Light, 17,000,000 Gold) +17,000 to all stats, 25% Earth Resistance, 20% Air Resistance, 20% Light Resistance, 50% Dodge
9 Green Cape- (Accessory, Cloak, Earth, 2,000 Gold) +5 Defense, +15 to all stats for Fae and Humans
Helm of Galbrecht- (Accessory, Helm, Air, 90,000 Gold) +150 Defense, +40 AGI if any foes have a higher AGI than user, Air element Spells do 200 extra damage
Hero's Badge- (Accessory, Broach, Light, 20,000 Gold) +29 to all stats, +1% to Hit, +1% Resilience, +1% Dodge, +1% Critical
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
2 Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
Lesser Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) 15% Critical, 15% Dodge, +5 to all stats
Lightning-Eater Votive- (Accessory, Magic Item, Electrical, 170,000 Gold) 15% Electrical Resistance
25 Lilypad Hat- (Accessory, Hat, Water & Earth, 50,000 Gold) +50 Defense, +50 Defense against Water, Wearer gains the subtype Plant
Lunar Dragon Polish- (Accessory, Weapon Coating, Astral, 200,000 Gold) 15% Astral Resistance, 10% Dragon Resistance
Magical Inkwell- (Accessory, Trinket, Water, 170,000 Gold) +17,000 MP
Master Rogue's Astounding Speed and Grace- (Accessory, Upgrade, Air, 25,000,000 Gold) +25,000 AGI, 30% Dodge, 130% To Hit, Wielder gains 50% Dodge if wielder possesses the ability 'Expert Thief', 'Expert Shadow Blade', 'Expert Assassin', or 'Expert Ninja'
Metamorphic Trinket- (Accessory, Trinket, Magic, 1,575,000 Gold) +1,400 to all stats, 15% Critical, 15% Dodge, 15% Resilience, 115% To Hit, at the beginning of a thread, possessor may choose to make this accessory's element any base element or combination of base elements and its subtype any base accessory subtype
Miko Bow-Sash- (Accessory, Belt, Light & Magic, 5,200 Gold) +5 Defense, +5 SPI, +5 Magical Attack, Wearer's Spirit Magic spells cost 5 MP less
7 Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack Power
17 Native’s Headdress of Knowledgeable Gathering- (Accessory, Hat, Earth & Fire & Light, 600,000 Gold) +540 Defense, +600 AGI, Wearer may, in Encounter Areas, roll all treasure drop rolls twice and choose which drops to keep provided that no opponents fought were above Level 40
5 Nefarious Turkey’s Monocle- (Accessory, Eyewear, Darkness & Magic, 1,000,000 Gold) +10 Defense, Might do something else in RP threads
Newspaper With a Hole Cut in It that a Face Can Fit In- (Accessory, Mask, Air & Physical, 200 Gold) Wearer may choose to individuals with under 200 MIN to treat wearer as though wearer possesses 1 additional Fame
2 Old Dwarven Amulet- (Accessory, Amulet, Earth, 1,700 Gold) +12 Defense
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Prehistoric Attack-Santa- (Accessory, Other: Legionnaire, Ice, 385,000,000 Gold) +385,000 Melee Attack, +385,000 Magical Attack, Entities may not consider Ice a base element without wielder's approval unless they are Level 95 or greater, Wielder counts as possessing an additional Ice element Santa & Reptile ally
5 Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Ring of Minor Regeneration- (Accessory, Ring, Earth, 45,000 Gold) Wearer heals 150 HP at the start of every round
Rune of Kazakambras- (Accessory, Rune, Light, 265,000 Gold) +4,000 Magical Attack for actions that solely heal and provide positive effects
Sand Diamond Gear (2)- (Accessoryx5, Magic Item, Earth, 36,000,000 Gold) +72,000 Melee Attack, +72,000 Magical Attack, +72,000 Ranged Attack, +72,000 Defense, +72,000 to all stats, +720,000 MP, +720,000 HP, 40% Earth Resistance, Wielder loses 2 Weapon slots and 1 Armor slots and may not equip this item if it does not cause such slots to be lost
5 Sash of Airs- (Accessory, Scarf, Air, 15,500 Gold) +20 Defense, +30 AGI
10 Sash of Winds- (Accessory, Scarf, Air & Earth, 1,500 Gold) +2 Defense, +3 AGI
5 Scarf of Flying- (Accessory, Scarf, Air, 65,000 Gold) +50 AGI, 10% Earth Resistance, 10% Entombed Resistance
5 Scarf that Floats Dramatically Behind Its Wearer Even When there Is No Wind- (Accessory, Scarf, Air, 11,000 Gold) +15 to all stats
5 Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
Smiling Masquerade Mask- (Accessory, Mask, Physical & Psychic, 8,000 Gold) +5 Defense, +10 MIN, Wearer may ignore the negative status effect Confusion (but not its sub-status effects) provided that said effect came from a lower level source
5 Sneaky Sash- (Accessory, Scarf, Darkness & Earth, 3,800 Gold) +18 Melee Attack if all wielder's foes have not acted yet, +30 AGI on the first turn of battle
Some Cute Ghost Thing- (Accessory, Trinket, Darkness & Cute Pets, 80,000,000 Gold) Wielder counts as possessing an additional Undead ally even if wielder doesn't already have any, May turn into a pet sometime eventually in an RP thread or something
Stone of the Corrupted Gate- (Accessory, Amulet, Magic, 4,000,000 Gold) +4,000 SPI, +4,321 MIN, At the beginning of wearer's first action of each round, wearer may convert up to 2,000 MP into HP, Wearer has a 1% chance of being able to re-direct an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 50 to any other target, this final effect does not stack
Strongman Seal- (Accessory, Seal, Magic, 80,000 Gold) +80 STR
34 Tennin's Scarf- (Accessory, Scarf, Light, 5,000,000 Gold) +5,000 to all stats, 20% Earth Resistance
6 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Time-Winding Sphere- (Accessory, Trinket, Time, 127,000 Gold) +140 to all stats, wearer may delay all actions up to 3 rounds
Walrus’s Toe Hanging From a Piece of String Suspended in the Air- (Accessory, Trinket, Chaos, 70,000 Gold) Inflicts Charm at the start of every round targeting either wielder or a random opponent that is below Level 30 randomly, with a random willing opponent becoming the infliction source if wielder is chosen to be afflicted
Wheel of Laughter- (Accessory, Magic Item, Whimsy & Chaos, 30,000,000 Gold) +30,000 SPI, Wielder is afflicted with a random minor positive status effect at the start of each action
6 Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
14 Wind Egg Medallion- (Accessory, Amulet, Air, 7,400,000 Gold) +8,000 AGI, +7,300 SPI, Wielder's Air element spells and abilities cost 35,000 less MP to cast, Wielder's Air element summons gain +1,000 to all stats
5 Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
2 Wizard’s Rock- (Accessory, Container, Magic, 3,000,000 Gold) Wielder gains 10 spell slots that may only hold Wizard Magic spells
4 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
World-Traveler's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Yodling-Amplifying Cumberbund- (Accessory, Magic Item, Air, 71,000 Gold) +70 CON, +30 SPI, Wearer may maintain Bardic Music spells for 500 less MP per round
Consumables-
6 6-Pack of Evil Beer- (Consumable, Drink, Darkness & Magic & Fire & Water & Earth & Physical, 6 Charges, 666,666 Gold) Heals 66,666 HP and MP, +66 to any six chosen stats, 66% inflicts Poison: Drunk, stacks 6 times
Air-Sealing Jar- (Consumable, Enchanted Item, Air, 1 Charge, 20,000 Gold) Call Unto Elements: Air is no longer cast for purposes of effects based on whether or not Call Unto Elements: Air has been cast yet
200 Bacon- (Consumable, Food, Fire, 1 Charge, 500 Gold) +50 Damage to next 3 attacks made by user's pets and summons
2 Bell of the Airs- (Consumable, Enchanted Item, Air, 1 Charge, 12,000 Gold) Casts Call Unto Elements: Air for purposes of effects based on whether or not Call Unto elements: Air has been cast
7 Balsharko Tea- (Consumable, Drink, Water & Earth, 1 Charge, 34,000 Gold) Heals 700 HP and 4,500 MP, +30 to all stats
Bellrain Water- (Consumable, Potion, Water, 1 Charge, 86,000 Gold) Heals 4,900 HP and 9,500 MP, Cures Deafened and Silence
Bottled Ration- (Consumable, Food, Magic, 3 Charges, 3,000 Gold) Heals 300 HP and MP
10 Box of Toast- (Consumable, Food, Earth, 20 Charges, 6,000 Gold) Heals 350 HP
13 Caramel Candies- (Consumable, Food, Earth & Darkness, 15 Charges, 9,000 Gold) Heals 700 HP
4 Carctori Juice- (Consumable, Drink, Earth, 1 Charge, 800 Gold) +170 MP, All user's Summoning spells cost 2 less MP fro the remainder of the battle or quest
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
Dancing Monk Statue- (Consumable, Magic Item, Earth & Light, Unlimited Charges, 200,000 Gold) 5% Inflicts Confusion
Deep Orange Festive Deeptree Berries- (Consumable, Food, Water & Acid & Darkness & Light, 3 Charges, 98,000 Gold) Heals 8,100 MP, +90 CON, stacks 6 times
8 Desert Dew Flower- (Consumable, Medicine, Water, 1 Charge, 2,600 Gold) +20 HP, 35% Cures Fatigue: Dehydration
Doppelganger Potion- (Consumable, Potion, Magic, 1 Charge, 500,000 Gold) This item mimics the effect of a non-unique Potion equipped by user of equal or less value
Element Salad- (Consumable, Food, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Electrical & Acid, 1 Charge, 50,000 Gold) 10% Base Element Resistance, Target gains +100 Defense against each element that target is at the time at which this effect is applied to target, does not stack
25 Evergarden Farms Carrot- (Consumable, Food, Earth & Fire, 1 Charge, 500,000 Gold) +500 STR, +5% To Hit, stacks 5 times
25 Evergarden Farms Celery- (Consumable, Food, Earth, 1 Charge, 100,000 Gold) +100 to all stats, cures all debuffs from Food consumables worth under 10,000,000 Gold, stacks 50 times
25 Evergarden Farms Corn- (Consumable, Food, Earth, 1 Charge, 250,000 Gold) +250 CON, stacks 50 times
25 Evergarden Farms Hot Peppers- (Consumable, Food, Earth & Fire & Water, 1 Charge, 400,000 Gold) +400 to all stats, stacks 5 times
25 Evergarden Farms Mushrooms- (Consumable, Food, Earth & Darkness, 1 Charge, 200,000 Gold) +200 SPI, +2,000 HP, stacks 5 times
25 Evergarden Farms Peppers- (Consumable, Food, Earth & Fire, 1 Charge, 200,000 Gold) +200 CON, +2,000 MP, stacks 30 times
25 Evergarden Farms Portabello- (Consumable, Food, Earth & Water, 1 Charge, 500,000 Gold) +400 SPI, +400 CON, +5% Resilience, stacks 5 times
25 Evergarden Farms Spinach- (Consumable, Food, Earth, 1 Charge, 500,000 Gold) +500 STR, +500 Melee Attack, +5% Critical, stacks 5 times
25 Evergarden Vinegar- (Consumable, Drink, Water & Acid, 5 Charges, 5,000,000 Gold) +5% Critical, +5% Resilience, stacks 5 times
Exceedingly Rare Deep Purple Deepberry Boostberry- (Consumable, Food, Water & Light & Darkness, 1 Charge, 10,000,000 Gold) Target gains 1 Base CON, to a max of 15
44 Fruit of Life (Non-True)- (Consumable, Food, Earth & Light & Life, 1 Charge, 30,000,000 Gold) Heals 300,000 HP, Inflicts Regeneration
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
50 Herbs from Evergarden- (Consumable, Food, Earth & Fire & Water & Light, 1 Charge, 500,000 Gold) +5,000 HP, +5,000 MP, stacks 50 times
114 Hero Seeds- (Consumable, Summoning Stone, Earth & Light, 1 Charge, 7,000,000 Gold) Summons any 1 Human from the Enemy List who is below Level 50 and normally fightable for drops, Max 10 summoned
Improved Spiritual Dust I- (Consumable, Powder, Magic, 1 Charge, 9,350 Gold) +30 SPI, Provides +40 SPI instead for Spirits stacks 5 times
Lightbulb of Thunder Spheres- (Consumable, Lethal Item, Electrical, Unlimited Charges, 41,000 Gold) Does 600 Electrical Damage, 3% Can be activated 3 times in 1 turn
43 Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP
Magnificent Goose Pate- (Consumable, Food, Water & Air, 1 Charge, 216,000 Gold) +4,000 MP, +216 SPI, 15% Water Resistance, 15% Aerial Resistance
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
Medicine that Makes Erections Last More than 24 Hours- (Consumable, Medicine, Technology & Earth, 1 Charge, 75,000 Gold) Target buff that has a duration of at least 10 rounds lasts for 86,400 additional rounds but deals its possessor 200 CON Damage that pierces 500 Defense against Stat Damage at the start of every round as a debuff attached to said buff that, if removed, also removes the duration extension from this item
16 Mirage Dust- (Consumable, Powder, Magic, 1 Charge, 1,900 Gold) 20% Confusion
10 Mirage Globe- (Consumable, Stored Spell, Magic, 1 Charge, 17,000 Gold) 50 Inflicts Confusion, 1 hit against 6
2 Monkey-Attracting Foghorn- (Consumable, Invention, Technology & Earth & Air & Water, 40 Charges, 67,000 Gold) Summons 1-43 Level 1 Marmoset, max 400 summoned
21 Orange Phoenix Cocktail- (Consumable, Drink, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself, 60% inflicts Impaired: Drunk on targets that are successfully resurrected
Phantom Lasso- (Consumable, Lethal Item, Light, 1 Charge, 65,000 Gold) 75% Inflicts Paralysis
3 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
25 Plantcow Cheese- (Consumable, Food, Earth & Water, 1 Charge, 200,000 Gold) +200 to all stats, this action counts as coming from a source that is solely a Plant, stacks 5 times
25 Rathmess Farms Bread- (Consumable, Food, Earth, 2 Charges, 300,000 Gold) +3,000 HP, stacks 5 times
Rex's Home Made Dragon Jerky- (Consumable, Food, Fire, 1 Charge, 3,900 Gold) +2,000 HP, +2,000 MP, +50 STR
Rex's Home Made Jerky- (Consumable, Food, Fire, 1 Charge, 500 Gold) +75 HP, +10 STR
Rex's Home Made Spicy Jerky- (Consumable, Food, Fire, 1 Charge, 750 Gold) +900 HP, +20 STR, Does 50 Fire damage to consumer before healing triggers
Rex's Long Lasting Home Made Jerky- (Consumable, Food, Fire, 75 Charges, 900 Gold) +75 HP, +1 STR
Rex's Spicy Beef Jerkey- (Consumable, Food, Fire, 1 Charge, 1,900 Gold) +20 HP, +500 HP for Fire element characters
3 Sand Cube- (Consumable, Powder, Earth, 1 Charge, 10,002 Gold) +20% Dodge to all participants in battle, does not stack, this effect is a Constant Enchantment
Scroll of Ashen Wind- (Consumable, Scroll, Darkness, 1 Charge, 11,000 Gold) Does 400 Darkness damage to target, 12% inflicts Blindness
Solar Fruit- (Consumable, Food, Light, 1 Charge, 2,000,000 Gold) Heals target Solar Being for 2,000,000 HP and 1,000,000 MP or heals target Light-element individual for 200,000 HP and 100,000 MP or heals target non-Darkness-element individual for 20,000 HP and 10,000 MP
Solitary Wind Bell- (Consumable, Enchanted Item, Air, 1 Charge, 5,000,000 Gold) No individual below Level 40 other than user may conduct Air element actions, lasts 7 rounds
3 Type 10 Summoning Stone- (Consumable, Summoning Stone, Magic, 1 Charge, 75,000 Gold) Summons any Level 10 enemy from the enemy list that is normally fightable for drops under target's control, provided target accepts said control; should target not accept said control, then said enemy becomes its own side of battle (or joins any previous side composed of rogue summons), with all rogue summons joining said side. The target of this consumable, as well as this consumable's user, must be at least level 10.
Vial of Quashallum- (Consumable, Potion, Magic, 1 Charge, 200,000 Gold) Gives target artifact with a willing owner 10,000 XP
16 Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR
1 XP Transfer Fee Waiver- (Consumable, Ticket, Wealth & Psychic, 4/5 Charges, 5,000,000 Gold) Sets the cost of a use of the Bascaradine XP Transfer Machine to 0 Gold
Items-
*Anita's Silver Door Necklace- (Item, Quest Item, Magic & Air, 27,000 Gold)
*Carl's Walrusfest Thank-You Letter- (Item, Antiquity, Earth, 80,000 Gold)
छ Cartographer's Guild Map of Indrasena- (Item, Antiquity, Earth & Air & Water & Fire, 50,000 Gold) (Bound to Indrasena)
छ Cartographer's Guild Map of Major Shipping Lanes across Indrasena- (Item, Antiquity, Water & Earth, 75,000 Gold) (Bound to Indrasena)
*Castle Carrying Gloves- (Item, Quest Item, Air & Magic, 700 Gold)
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Donna's Walrusfest Thank-You Letter- (Item, Antiquity, Universe, 100,000 Gold)
*Foom's Walrusfest Invitation to Join Him in Exploring His New Part of the Disc- (Item, Antiquity, Air & Technology, 80,000 Gold)
*Jane Palastorn's Horse Riding Tips (Copy 1 of 3)- (Item, Antiquity, Water & Darkness, 140,000 Gold)
*Lou's Mother's Vacuum- (Item, Antiquity, Technology & Light, 68,000 Gold)
*Shannon's Walrusfest Thank-You Letter- (Item, Antiquity, Air, 80,000 Gold)
*Stately-Looking Letter from An Elf Girl's Parents- (Item, Quest Item, Water, 7,000 Gold)
*The Bartender's Walrusfest Thank-You Letter- (Item, Antiquity, Universe, 100,000 Gold)
*The Magical Floating Castle- (Item, Property, Magic, 2,000,000 Gold)
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Vivian's Walrusfest Thank-You Letter- (Item, Antiquity, Darkness, 80,000 Gold)
*Wemblick Batsby's Walrusfest Thank-You Letter- (Item, Antiquity, Technology & Air, 80,000 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
'Female Power! How YOU Can Stand Up Against Male-Driven Gender-Oppression'- (Item, Antiquity, Fire & Light, 5,000 Gold)
10 100 Books of Undeath- (Item, Antiquity, Darkness, 16,000 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
112 Ancient Wood- (Item, Material, Earth, 80,000 Gold)
5 Bag of Entirely Blue Marbles- (Item, Antiquity, Water & Earth, 200 Gold)
Basket Full of Large Fruits- (Item, Antiquity, Earth, 1,200 Gold)
Beanstalk that Reaches the Moon- (Item, Antiquity, Magic & Earth & Air, 84,500,000 Gold)
Bel-Miragas Plushie- (Item, Antiquity, Magic, 16,000 Gold)
Blueprints for a Large Structure that Didn't Get Built- (Item, Antiquity, Earth & Electrical & Physical, 2,500 Gold)
Blueprints for a Spaceship Part that Didn't Get Built- (Item, Antiquity, Technology & Air & Darkness, 900 Gold)
Bone Drake Scale-(Item, Antiquity, Darkness, 7,000 Gold)
Bone Scribe’s Tome- (Item, Antiquity, Darkness, 15,000 Gold)
3,250 Book About Clouds- (Item, Antiquity, Air, 2,000 Gold)
1,600 Book About the Wind- (Item, Antiquity, Air, 4,000 Gold)
390 Book of Aeromancy- (Item, Antiquity, Air, 4,500,000 Gold)
1,750 Book of Air Magic- (Item, Antiquity, Air, 6,000 Gold)
358 Book of Sky-Related Topics- (Item, Antiquity, Air, 6,000 Gold)
Bottle Containing Shining Stardust and a Stardust Stone- (Item, Material, Astral, 650,000 Gold
Bottle of Inert Mist from Disc 18- (Item, Antiquity, Air & Time, 64,000 Gold)
Bottle of Watercolor-World Water- (Item, Antiquity, Water, 17,900 Gold)
Bottled Dreamstuff- (Item, Material, Magic & Psychic, 5,500,000 Gold)
Box of Assorted Lords of Ether Cards- (Item, Antiquity, Magic, 60,000 Gold)
3 Breath of the East Wind- (Item, Material, Air, 69,000 Gold)
2 Business in a Nutshell- (Item, Antiquity, Technology, 500 Gold)
Business in a Nutshell- (Item, Property, Earth, 75,000 Gold)
Bust of an Individual's Head Made Out of Sand Diamond- (Item, Antiquity, Earth, 36,000,000 Gold)
Butcher's Shop- (Item, Property, Fire & Physical, 65,000 Gold)
2 Caravan Trader's Goods- (Item, Antiquity, Earth & Fire, 5,000 Gold)
119 Celestial Tablet- (Item, Antiquity, Light & Law, 6,000,000 Gold)
13 Channeler's Diamond- (Item, Material, Magic & Electrical & Energy, 36,000,000 Gold)
Chronicles of the Third Ascension- (Item, Antiquity, Universe, 500,000 Gold)
Coin of the Silver Pig- (Item, Antiquity, Physical & Light, 860,000 Gold)
Construction Block (Basic)- (Item, Material, Magic & Technology, 30,000 Gold)
39 Corpse of a Murdered Maiden- (Item, Antiquity, Darkness & Light, 31,500 Gold)
1,353 Crate of Stolen Desert Supplies and Finery- (Item, Material, Earth, 30,000 Gold)
Crystallized Archhymn: Tree Shape- (Item, Antiquity, Light & Sonic & Faith & Glory & Crystal (2), 190,000,000 Gold)
Crystallized Screams of the Damned- (Item, Material, Darkness & Fire & Sonic & Crystal (2), 19,000,000 Gold)
19 Daemonic Texts- (Item, Antiquity, Darkness, 110,000 Gold)
11 Dark Matter- (Item, Material, Darkness & Technology & Astral, 95,000,000 Gold)
Dark Realm Art Gallery- (Item, Property, Darkness & Magic, 679,000 Gold)
10 Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
1038 Deactivated Desert Corsair Warship- (Item, Antiquity, Earth, 42,000,000 Gold)
21 Death Worm Hide- (Item, Antiquity, Darkness & Acid, 5,000,000 Gold)
3 Demon Skin- (Item, Material, Darkness, 41,000 Gold)
11 Demon Tendril- (Item, Material, Darkness, 43,000 Gold)
Device that Measures the Weight of Magic- (Item, Antiquity, Magic & Technology, 35,000 Gold)
Directions to an Elementalist's House- (Item, Antiquity, Earth & Air & Fire & Water, 900 Gold)
1,000 Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Documents Detailing Elementals- (Item, Antiquity, Earth & Air & Fire & Water, 11,000 Gold)
51 Dragon's Hoard- (Item, Antiquity, Magic & Physical, 10,000,000 Gold)
5 Drifting Sky- (Item, Property, Air, 400,000,000 Gold)
43 Dry Bandages- (Item, Antiquity, Earth, 160 Gold)
2 Dwarven Steel- (Item, Material, Earth, 2,000 Gold)
12 Ectoplasmic Sorrow- (Item, Material, Darkness & Psychic, 68,000 Gold)
76 Elemental Domain Core: Air- (Item, Antiquity, Air, 80,000,000 Gold)
119 Elemental Domain Core: Earth- (Item, Antiquity, Earth, 80,000,000 Gold)
99 Elemental Domain Core: Fire- (Item, Antiquity, Fire, 80,000,000 Gold)
126 Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)
Elusiveness- (Item, Material, Air & Darkness, 5,000,000 Gold)
29 Empty Bottle- (Item, Material, Air, 20 Gold)
8 Empty Bottle- (Item, Material, Air, 20 Gold) w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
4 Fading Wing- (Item, Material, Magic, 1,000 Gold)
Flash Torch- (Item, Antiquity, Light & Technology, 6,000 Gold)
Flesh Flayed from a Spirit Consigned to Torment in a Demon Realm- (Item, Material, Darkness, 39,000 Gold)
Floating Mage's Tower- (Item, Property, Magic & Air, 6,000,000 Gold)
190 Flowing Core- (Item, Property, Fire, 400,000,000 Gold)
Four-Element Magidiamond- (Item, Material, Earth & Air & Fire & Water, 36,000,000 Gold)
3 Gate Tree- (Item, Antiquity, Magic, 7,000,000 Gold)
Gear- (Item, Material, Technology, 200 Gold)
Giant-Beanstalk-Seed Farm- (Item, Property, Air & Earth, 5,500,000 Gold)
4 Giant Household Objects- (Item, Antiquity, Earth & Physical, 97,000 Gold)
Gigantic Magic Beanstalk- (Item, Antiquity, Magic & Earth & Air, 4,500,000 Gold)
Glass of Fates (2)- (Item, Antiquity, Fire & Magic, 40,000 Gold)
5 Glass of Shimmering Memories- (Item, Material, Ice & Magic, 50,000 Gold)
Glass of Shimmering Memories (2)- (Item, Antiquity, Ice & Magic, 50,000 Gold)
2 Glimmer of Heroism- (Item, Material, Light, 60,000 Gold)
20 Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
2 Great Egg of Myrrh- (Item, Antiquity, Fire & Earth & Light, 14,000,000 Gold)
12 Great Oasis Gem- (Item, Material, Earth & Water, 36,000,000 Gold)
3 Great Spider's Silk- (Item, Material, Earth & Darkness, 15,500,000 Gold)
5 Greater Unbound Guru Spheres- Placeholder Text here, yo
2 Hollow Echo Diamond- (Item, Material, Sonic & Air & Spatial, 36,000,000 Gold)
2 House Key- (Item, Antiquity, Light & Technology, 1,450 Gold)
173 Huge Container of Air Mana Oil- (Item, Material, Air, 500,000 Gold)
330 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
222 Huge Container of Water Mana Oil- (Item, Material, Water, 500,000 Gold)
2 Incorrect Maps- (Item, Antiquity, Water & Air & Earth, 200 Gold)
27 Junk Chest Key- (Item, Antiquity, Earth, 50 Gold)
Jungle River (Level 21-30) Spawn Table- (Item, Antiquity, Earth & Water & Fire, 450,000 Gold)
9 Keening Soul-Diamond- (Item, Antiquity, Darkness & Air & Magic, 60,000,000 Gold)
60 Khan's Treasures- (Item, Antiquity, Earth & Air, 15,500,000 Gold)
Large Bag of Potting Soil- (Item, Antiquity, Earth, 200 Gold)
5 Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
5 Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
5 Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
5 Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
5 Large Diamond- (Item, Antiquity, Earth & Light, 190,000 Gold)
5 Large, Golden '5'- (Item, Antiquity, Earth, 55,555 Gold)
Large Golden House with a Beautiful Garden in the City of Fairy Tale- (Bound Item, Property, Water & Light & Earth, 1,000,000 Gold)
2 Large Ladder of Ladderland- (Item, Antiquity, Magic, 1,000,000 Gold)
Large Mage's Tower- (Item, Property, Magic, 25,000,000 Gold)
6 Light Mana Oil- (Item, Material, Light, 5,000 Gold)
9 Long, Blue Feather- (Item, Material, Air, 600 Gold)
Lords of Ether- Sensei's Revenge Card 17/65 (Uncommon): Bird Czar's Seers- (Item, Antiquity, Air & Magic, 15,000 Gold)
Lords of Ether- Sensei's Revenge Card 18/65 (Uncommon): Bird Czar's Wizards- (Item, Antiquity, Air & Magic, 4,000 Gold)
Lords of Ether- Sensei's Revenge Card 21/65 (Uncommon): Dreaming Pearl- (Item, Antiquity, Water & Magic & Astral, 4,000 Gold)
Lords of Ether- Sensei's Revenge Card 26/65 (Uncommon): Nooseman of the Empire- (Item, Antiquity, Light & Darkness, 4,000 Gold)
Lords of Ether- Sensei's Revenge Card 34/65 (Uncommon): Yodelling Assassin- (Item, Antiquity, Air & Water, 3,000 Gold)
Lords of Ether- Sensei's Revenge Card 37/65 (Common): Cobblestone Hound- (Item, Antiquity, Earth, 400 Gold)
Lords of Ether- Sensei's Revenge Card 38/65 (Common): Doctor's Attention- (Item, Antiquity, Light, 400 Gold)
Lords of Ether- Sensei's Revenge Card 40/65 (Common): Effervescent Worms- (Item, Antiquity, Earth, 400 Gold)
Lords of Ether- Sensei's Revenge Card 42/65 (Common): Hazy Directions- (Item, Antiquity, Earth & Air, 400 Gold)
Lords of Ether- Sensei's Revenge Card 51/65 (Common): Misguided Arrows- (Item, Antiquity, Fire & Air, 400 Gold)
Lords of Ether- Sensei's Revenge Card 60/65 (Common): Samurai Footman- (Item, Antiquity, Physical & Light, 400 Gold)
Lords of Ether- Sensei's Revenge Card 65/65 (Common): Zombie Wolves of Urnth- (Item, Antiquity, Darkness, 400 Gold)
2 Luminescent Wing- (Item, Material, Magic, 9,000 Gold)
4 Mage’s Tower- (Item, Property, Magic, 5,000,000 Gold)
Magic Dragon Scales- (Item, Material, Magic, 400,000 Gold)
5 Magus Wars Cards- (Item, Antiquity, Magic, 600 Gold)
8 Massive Diamond Shell- (Item, Antiquity, Earth, 12,000,000 Gold)
480 Massive Sphere of Magical Energy- (Item, Material, Magic, 7,602,000 Gold)
2,157 Massive Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 7,602,000 Gold)
Massive Sphere of Spiritual Energy- (Item, Material, Darkness & Light, 7,602,000 Gold)
3 Mental Bowl- (Item, Antiquity, Psychic, 20,000 Gold)
Metamorphic Goop- (Item, Material, Magic, 31,000 Gold)
Minor Engine-Born Prime's Essence of Earth- (Item, Material, Earth, 10,000 Gold)
Minor Engine-Born Prime's Essence of Electrical- (Item, Material, Electrical, 10,000 Gold)
Minor Engine-Born Prime's Essence of Energy- (Item, Material, Energy, 10,000 Gold)
12 Mirage Diamond- (Item, Material, Illusion, 36,000,000 Gold)
Mirror-Realm Quicksilver- (Item, Material, Water & Earth & Light & Magic, 90,000,000 Gold)
Mohbul-Saatva Tram Key- (Item, Antiquity, Technology, 20,000 Gold)
2 Moonflower Petals- (Item, Material, Magic, 15,000 Gold)
3 Mystic Stone- (Item, Material, Earth, 25,000 Gold)
Naught But Dust- (Item, Material, Earth, 50 Gold)
Neo-Aetherium: Caeltype- (Item, Material, Air & Aether, 230,000,000 Gold)
Nightblossom Plant Growth Supplement- (Consumable, Potion, Darkness & Earth, 7 Charges, 30,000 Gold) Heals target Darkness element Plant for 7,000 HP, Once per battle adds 200 to target Darkness element Plant’s Max HP by 280
Nontalkative Villagers (Level 1-10) Spawn Table- (Item, Antiquity, Earth & Physical, 150,000 Gold)
2 Ocean Lure- (Item, Antiquity, Water & Magic, 6,000,000 Gold)
4 Odd Silver Key- (Item, Antiquity, Magic, 6,500 Gold)
5 Old Gold Coin- (Item, Currency, Earth & Physical, 2,500 Gold)
8 Palm Frond- (Item, Material, Earth, 100 Gold)
5 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
2 Phenomenally Bad Piece of Art- (Item, Antiquity, Darkness & Water, 600 Gold)
Photo of a Dead Genre- (Item, Antiquity, Knowledge & Memory, 5,500,000 Gold)
4 Pun Times- (Item, Material, Time & Whimsy, 5,000,000 Gold)
Pure Earth- (Item, Material, Earth, 5,000,000 Gold)
Pure Metals- (Item, Material, Earth, 7,000 Gold)
Prescription Slips- (Item, Antiquity, Technology, 600 Gold)
1 Quasi-Common Green Oasis Feather- (Item, Antiquity, Water, 3,000 Gold)
S& Diamond- (Item, Material, Earth & Chaos, 36,000,005 Gold)
4,256 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
4 Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
13 Santa Essence- (Item, Material, Hope & Ice, 100,000,000 Gold)
Seawater- (Item, Material, Water, 400 Gold)
Seed of the Yoyo Tree- (Item, Antiquity, Whimsy & Wood, 3,500,000 Gold)
Shower- (Item, Antiquity, Water & Technology, 14,000 Gold)
Shrine to the Kami- (Item, Property, Magic & Light & Earth & Air & Fire & Water & Darkness, 5,000,000 Gold)
3 Silent Library- (Item, Property, Darkness & Psychic, 490,000 Gold)
Sky Wizard's Castle- (Item, Property, Air, 10,745,000 Gold)
34 Skyscraper-Sized Feather- (Item, Antiquity, Air, 1,000,000 Gold)
2 Small Starcore Diamond- (Item, Material, Light & Astral, 36,000,000 Gold)
83 Spatial Domain-Core-Linking Crystal- (Item, Antiquity, Spatial, 100,000,000 Gold)
37 Spectral Essence- (Item, Material, Light, 1,000 Gold)
Speed- (Item, Material, Air, 6,000,000 Gold)
2 Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 602,000 Gold)
3 Sphere of Magical Energy- (Item, Material, Magic, 602,000 Gold)
4 Spiny Crystal of Tempering- (Item, Material, Physical, 1,900 Gold)
2 Spirit of the Sand's Essence- (Item, Material, Earth, 9,000 Gold)
1 Square Mile of Desert on a Random World- (Item, Property, Fire, 20,000 Gold)
8 Square Mile of Elemental Fire on a Random World- (Item, Property, Fire, 15,000,000 Gold)
Square Mile of Mage's Sanctum in a Random Dimension- (Item, Property, Magic, 30,000,000 Gold)
Square Mile of Mirror Realm in a Random Dimension- (Item, Property, Ice & Spatial, 80,000,000 Gold)
16 Square Mile of Open Sky on a Random World- (Item, Property, Air, 20,000 Gold)
Square Mile of Storehouse of Wonders in a Random Dimension- (Item, Property, Wonder & Treasure, 200,000,000 Gold)
Square Mile of Wintry Ribbontree Forest on a Random World- (Item, Antiquity, Ice & Hope, 5,000,000 Gold)
Stealthiness- (Item, Material, Darkness, 5,000,000 Gold)
Super-Fast Sleigh Pendant- (Accessory, Trinket, Air & Hope, 30,000,000 Gold) Wielder gains +3,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes, this bonus is increased to +30,000 if wielder is a Santa
Swamp Water- (Item, Antiquity, Acid & Water, 80 Gold)
The List of Santa-Inspectors- (Item, Antiquity, Law & Good & Order & Ice, 50,000,000 Gold)
'The Northern Berthnon Seal and Its Habits'- (Item, Antiquity, Water & Earth, 600 Gold)
2 The Wizard's Guide to Spells- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
Technical Difficulties- (Item, Antiquity, Null, 4,500,000 Gold)
'Temples of the Frog Cult and the Seals that Hold Them'- (Item, Antiquity, Water & Darkness, 9,000 Gold)
9 Tengu Feather- (Item, Antiquity, Air, 40,000 Gold)
Text of the Spirits- (Item, Crafting Equipment, Magic & Light & Darkness, 50,000 Gold) Not consumed in combinations it is a part of
2 The Sound of a Horrid Clocktower's Ticking- (Item, Antiquity, Time & Darkness, 365,000 Gold)
Thunderhide- (Item, Material, Electrical, 15,500,000 Gold)
Tjourquimaddan Advisor's Mind- (Item, Antiquity, Darkness & Psychic, 1,900,000 Gold)
3 Tome About Sealed Temples- (Item, Antiquity, Earth & Light & Darkness, 3,600 Gold)
229 Tome Containing Essays Regarding Topics Related to Air Magic and Clouds- (Item, Antiquity, Air, 700,000 Gold)
Tome Detailing Basic Elemental Binding- (Item, Antiquity, Earth & Air & Fire & Water, 7,000 Gold)
Tome Detailing Proper Shrine Upkeep and Seals that Protect Shrines- (Item, Antiquity, Light & Magic & Earth & Water & Air & Fire, 14,000 Gold)
Tome Detailing the Sealed Temple of Hes-Was-Wryn- (Item, Antiquity, Magic & Light & Darkness, 17,000 Gold)
Tome Entitled 'A Guide to 'EXPLOSIVELY' Good Calligraphy'- (Item, Antiquity, Fire & Magic, 46,872 Gold) w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
5 Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
Tome of Prime Elements- (Item, Crafting Equipment, Earth & Air & Fire & Water, 50,000 Gold) Not consumed in combinations it is a part of
Tome of the Seven Seals of the Temple of the Eighteen Holy Candles- (Item, Antiquity, Fire, 6,000 Gold)
21 Tragedy- (Item, Material, Darkness & Psychic, 7,800,000 Gold)
84 True Dragon Scales- (Item, Material, Magic & Physical, 400,000 Gold)
Truth- (Item, Material, Light, 5,000,000 Gold)
3 Unknown Symbols- (Item, Material, Magic, 750 Gold)
8 Untyped Element Core- (Item, Material, Null, 1,000,000 Gold)
Pearly-White Toothpaste- (Item, Antiquity, Light & Water, 7,000 Gold)
Puff of Cloud- (Item, Material, Air, 4,000 Gold)
50 Vampiric Dragonheart- (Item, Antiquity, Darkness & Blood, 40,000,000 Gold)
3 Voidshadow Eclipse Steel- (Item, Material, Darkness & Astral, 100,000,000 Gold)
Void-Travelling Spaceship Fuel- (Item, Material, Darkness & Technology, 20,000 Gold)
3 Yellow Carctori Flower- (Item, Antiquity, Earth, 900 Gold)
Water Mana Oil- (Item, Material, Water, 5,000 Gold)
5 Waterproof Box (Bycellotech)- (Item, Antiquity, Water & Technology & Physical, 31,500 Gold)
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold)
Wedding Ring- (Item, Antiquity, Light, 45,000 Gold)
White Metal Ball- (Item, Antiquity, Earth & Physical, 400 Gold)
Wispy Light Threads- (Item, Material, Light, 650 Gold)
Wizard's Curio Warehouse- (Item, Property, Magic, 795,000 Gold)
Wizard's Tower on a Random World- (Item, Property, Magic, 2,345,000 Gold)
12 World's Highest Mountain- (Item, Property, Air & Ice & Earth, 67,000,000 Gold)
6 Zero Dust- (Item, Material, Physical & Destruction & Air & Null, 60,000,000 Gold)
GIFTBOX MADNESS wrote:
Giftbox Which Won't Open, No Matter The Time- (Accessory, Container, Infinity, 500,000,000 Gold) This item can't break, Entities that try to break this item are afflicted with Confusion: Depression and Impaired: What a Loser
Gift Box that Can Only Be Opened By People Who are Potent Enough (Level 20 Version)- (Item, Ticket, Earth & Air, 1,800 Gold) Can be opened at the Warehouse by any individual of Level 20 or greater for a roll on the Office Holiday Giftbox table
Old, Empty Giftbox- (Item, Antiquity, Earth, 900 Gold)
Temporally Improved Giftbox- (Item, Ticket, Time & Fate, 5,000,000 Gold) Can be opened at the Warehouse for a roll on the 'Temporally Improved Giftbox' table
804 Unopened Office Holiday Giftbox- (Item, Ticket, Earth & Air, 900 Gold) Can be opened at the Warehouse for a roll on the Office Holiday Giftbox table
Spells-
*Fading Call: Mingai's Helicopters- (Spell, Leadership, Technology & Air, 5,000 MP, 1,500,000 Gold) Immediately performs 5 actions as though a Gun Helicopter from the Enemy List with doubled HP, MP, Damage, and Stats performed said actions
'For Change!'- (Spell, Leadership, Wealth, 10,000 MP, 5,000,000 Gold) Whenever caster is dealt Gold Damage, caster regenerates an amount of Gold Damage equal to 10% of said amount, to a max of 5,000,000 Gold
'For Chaos!'- (Spell, Leadership, Chaos, 10,000 MP, 5,000,000 Gold) Law element spells and abilities that cost at least 1 MP cost 100,000 additional MP to cast, stacks 5 times as a buff on its caster that produces said effect
'For Truth!'- (Spell, Leadership, Air & Psychic, 10,000 MP, 5,000,000 Gold) Caster scans target's stats and is told if said stat scanning failed due to its target being Immune to Air, to Psychic, or to Base Elements if said target is below Level 60
Ancient Wind- (Spell, Other: Ancient Magic, Air, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, All buffs and debuffs with target as a source are removed if target is below Level 40, All buffs present on target with sources below Level 40 are removed if target is below Level 40, All of target's summons are unsummoned if target is below Level 40 and if said summons are below Level 40 (as well as those summons' summons and all future generations of summons, provided that all are below Level 40)
Aqua Cure- (Spell, Elemental Magic, Water, 8 MP, 8,000 Gold) +14 Magic Attack, Heals, Call Unto Water must have already been cast for this spell to be cast
A Song For the Times- (Spell, Bardic Music, Time & Whimsy, 15,000 MP, 5,000,000 Gold) Caster obtains a buff that allows caster, should caster choose to, to prevent any individual below Level 45 from changing the round's number or the number that any individual other than itself considers the current round's number to be
Awaken the Ancient Shrine Maiden's Vengeful Undying Spirit from Its Unrest Between Worlds- (Spell, Necromancy, Hope & Darkness, 1,370,000 MP, 137,000,000 Gold) Caster summons 1 'Ancient Shrine Maiden's Vengeful Undying Spirit', Max 1 summoned, This spell counts as possessing the subtypes Summoner Magic and Spirit Magic
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
12 Ballad of the Wailing Maiden- (Spell, Bardic Music, Darkness & Sonic, 70 MP, 169,000 Gold) +210 Magical Attack, 15% inflicts Confusion: Depression, 15% inflicts Paralysis, 50 MIN Damage, 50 SPI Damage, 50 CON Damage, may inflict 1 hit against 5 and deal 1/2 damage
Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
52 Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack
Blessings Unto the Glorious- (Spell, Healer Magic, Light, 400 MP, 60,000 Gold) Heals target entity with at least 70 Base Stat points or a Minimum Level of 80 for 200,000 HP, May only be cast by individuals with at least 75 Base Stat points
Bolster Toughness- (Spell, Protection Magic, Physical, 35 MP, 4,000 Gold) +65 Defense, Stacks 3 times
Bolster Undead- (Spell, Necromancy, Darkness, 10,000 MP, 690,000 Gold) Caster's Undead pets and summons gain +310 to all stats, does not stack, lasts 5 rounds
Bomb- (Spell, Hypertech, Technology & Fire, 16,000 MP, 610,000 Gold) +650 Ranged Attack, +650 Magical Attack, 1 hit against 20, deals 1/5 damage
Call for Treants- (Spell, Druid Magic, Earth, 60,000 MP, 2,110,000 Gold) Summons 1 Treant, max 10 summoned
3 Call Spirit of the Sand- (Spell, Spirit Magic, Earth, 90 MP, 65,000 Gold) Summons 1 Spirit of the Sand, max 1 summoned, summons created through this spell may not summon other individuals
Call Spirits of the Dead- (Spell, Spirit Magic, Earth & Magic, 40 MP, 30,000 Gold) Summons (Caster Level / 5, rounded up) Spirit of the Dead, Max 20 Summoned
9 Call the Bladed Wind- (Spell, Shaman Magic, Air, 750 MP, 122,000 Gold) +150 Magical Attack, 1% inflicts 3 hits against 1 or 1 hit against 4
Call Unto Air- (Spell, Elemental Magic, Air, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Air, scans the user's enemies to determine if any of them are Air element, or gives target 5% Air Resistance
Call Unto Earth- (Spell, Elemental Magic, Earth, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Earth, scans the user's enemies to determine if any of them are Earth element, or gives target 5% Earth Resistance
Call Unto Fire- (Spell, Elemental Magic, Fire, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Fire, scans the user's enemies to determine if any of them are Fire element, or gives target 5% Fire Resistance
Call Unto Seasons: Winter- (Spell, Elemental Magic, Ice, 45 MP, 45,000 Gold) All Ice attacks for the remainder of the battle do Caster's Level * 10 extra damage, Does 700 Ice damage or heals target Ice element individual for 700, does not stack
Call Unto Water- (Spell, Elemental Magic, Water, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Water, scans the user's enemies to determine if any of them are Water element, or gives target 5% Water Resistance
2 Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 230,000 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
Catastrophic Flameslash- (Spell, Sword Arts, Fire, 900,000 HP, 90,000,000 Gold) +90,000 Melee Attack, 100% inflicts Burning, 1% inflicts Smitten if caster is Level 40 or greater, This action may gain '1 hit against 50' and deal 1/3 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Caster must be Level 20 or greater
Breathe the Mist of Dreams- (Spell, Shaman Magic, Magic & Psychic & Air, 150,000 MP, 15,500,000 Gold) Caster and up to 3,000 of caster's allies obtain +15,500 SPI as a non-stacking buff that lasts until the end of the round
52 Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
Commune With the Trees- (Spell, Shaman Magic, Earth, 0 MP, 140,000 Gold) +40 MIN, stacks 30 times, lasts 23 turns
Conference of Seasons- (Spell, Elemental Magic, Electrical & Energy & Acid & Ice, 16,000 MP, 2,500,000 Gold) All individuals in battle with the ability Elementalist or the ability Druid gain +2,500 to all stats as a non-stacking buff, All such individuals may cause their Druid Magic or Elemental Magic spells, when cast, to solely count as the element Electrical, Energy, Acid, or Ice, Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter must have already been cast to cast this spell
2 Construct Stone Golem- (Spell, Golomancy, Physical, 60,000 MP, 1,950,000 Gold) Summons 1 Stone Golem, Costs 800,000 Gold to cast, takes 5 rounds to cast
Cosmos Shatter- (Spell, Divine Magic, Magic, 100 MP, 150,000 Gold) Counters target Persistent Enchantment cast by an individual of equal or lesser level w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Create Scanning Eye- (Spell, Spirit Magic, Magic, 7,000 MP, 400,000 Gold) Creates a Scanning Eye with 40,000 HP, 80,000 MP, and Physical Immunity that can be damaged by attacks and is destroyed if its HP or MP reaches 0 that sits in a buff slot, At the start of each round, this scanning eye may scan a target's stats as though it were a Level 40 source with 40 Diviner abilities, including an ability named 'Diviner', Stacks 5 times
Daemonic Curative- (Spell, Healer Magic, Darkness, 7,000 MP, 380,000 Gold) Cures any two minor status effects, Cures all minor status effects from affected Daemons
Dampen- (Spell, Wizard Magic, Magic, 6,000 MP, 480,000 Gold) Choose a base element, target's abilities that contain said element cost 10% more MP (to a max of 1,000,000,000 more) and deal 10% less damage (to a max of 10,000,000 less), only affects targets below Level 40, lasts 5 rounds, does not stack
3 Dark Allure- (Spell, Dark Magic, Darkness, 1,100 MP, 690,000 Gold) 30% inflicts Charm, 400% inflicts Charm on targets below Level 20 if caster is above Level 40
2 Dark Allure (2)- (Spell, Demon Magic, Darkness, 1,300 MP, 690,000 Gold) 30% inflicts Charm, 400% inflicts Charm on targets below Level 20 if caster is above Level 40
21 Death Spray- (Spell, Biomancy, Darkness & Acid, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15
Deep's Tendril- (Spell, Elemental Magic, Water, 450 MP, 91,000 Gold) +90 Magical Attack, 20% inflicts Drowning, 15% inflicts Paralysis, Call Unto Water must have already been cast to cast this spell
Demon Fire- (Spell, Dark Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
Dissolution of Time- (Spell, Ethereal Magic, Time & Destruction & Aether & Chaos, 2,000,000 MP, 200,000,000 Gold) All delayed actions with sources below Level 90 that are not 5 or more Levels greater than caster's Level are cancelled, All Zones of Time with sources below Level 100 are destroyed, All individuals in battle gain +20,000 Defense against AGI Damage as a non-stacking buff, All individuals in battle gain Fatigued: Elderly Immunity as a non-stacking buff, All individuals in battle are forced to be unable to treat the current round's number as any number other than 1 unless either Level 80 or greater or a Level greater than caster as a non-stacking debuff, Caster must be Level 40 or greater and must possess the ability 'Adept Ethereal Magic Attunement'
Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
3 Drain Flowers- (Spell, Druid Magic, Earth, 700 MP, 2,100,000 Gold) +2,000 Magical Attack, deals HP Drain, may deal 1/2 damage and gain 1 hit against 4
Drain Lance- (Spell, Combat Arts, Magic, 90 MP, 230,000 Gold) +1 Melee Attack, inflicts Drain on targets below Level 60, May only be used if a Spear or Polearm is equipped
11 Drown- (Spell, Elemental Magic, Water, 1,000 MP, 500,000 Gold) 30% inflicts Drowning, Call Unto Water must have been cast to cast this spell
71 Elemental Air Blast- (Spell, Elemental Magic, Air, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Air, deals 105% normal damage to Earth element targets, to a max of 1,000,000 additional damage, Call Unto Air must have been cast to cast this spell
7 Elemental Earth Blast- (Spell, Elemental Magic, Earth, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Earth, deals 105% normal damage to Air element targets, to a max of 1,000,000 additional damage, Call Unto Earth must have been cast to cast this spell
2 Elemental Fire Arrow- (Spell, Elemental Magic, Fire, 60 MP, 40,000 Gold) +40 Ranged Attack, Call Unto Fire must have been cast to cast this spell
10 Elemental Water Blast- (Spell, Elemental Magic, Water, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Water, deals 105% normal damage to Fire element targets, to a max of 1,000,000 additional damage, Call Unto Water must have been cast to cast this spell
Elemental Water Orb- (Spell, Elemental Magic, Water, 5 MP, 2,000 Gold) +10 Magic Attack, Call Unto Water must have already been cast for this spell to be cast
Elementally Freeze Water- (Spell, Elemental Magic, Ice, 90 MP, 50,000 Gold) +91 Magical Attack, 30% inflicts Frozen, only affects Water element targets and Aquatics, Call Unto Seasons: Winter must have already been cast for this spell to be cast
Enchant Weapon: Shocking- (Spell, Enchantment, Electrical, 5 MP, 40,000 Gold) Gives target weapon the permanent Enchantment Shocking, costs 400 XP and 120 Gold
Enchant Weapon: True-Striking- (Spell, Enchantment, Magic, 70 MP, 90,000 Gold) Gives target weapon the permanent Enchantment True-Striking, costs 1,700 XP, and 15,000 Gold
Endless Summer- (Spell, Elemental Magic, Energy, 300,000 MP, 30,000,000 Gold) Attaches an effect to target Zone of Energy that provides +7,500 to the stats of all Ice element individuals in it, provides -5,000 to the stats of all Ice element targets in it, causes Ice element spells and abilities to cost 500,000 additional MP, and makes said Zone unable to be removed or altered by individuals below Level 50, does not stack on the same zone or across zones, Call Unto Seasons: Summer must have been cast 15 times to cast this spell
Elemental Conflux I- (Spell, Elemental Magic, Air & Earth & Fire & Water, 500 MP, 1,000,000 Gold) +1,000 Magical Attack, 30% inflicts Suffocation, 30% inflicts Entombed, 30% inflicts Burning, 30% inflicts Drowning, Call Unto Air, Call Unto Earth, Call Unto Fire, and Call Unto Water must have been cast to cast this spell
2 Enchant Weapon: Weapon of Swift Winds- (Spell, Enchantment, Magic, 70 MP, 90,000 Gold) Gives target weapon the permanent Enchantment Weapon of Swift Winds, costs 2,000 XP, and 25,000 Gold
12 Entomb- (Spell, Elemental Magic, Earth, 1,000 MP, 500,000 Gold) 30% inflicts Entombed, Call Unto Earth must have been cast to cast this spell
Eternal Autumn- (Spell, Elemental Magic, Acid, 300,000 MP, 30,000,000 Gold) Attaches an effect to target Zone of Acid that provides +7,500 to the stats of all Acid element individuals in it, provides -5,000 to the stats of all Electrical element targets in it, causes Electrical element spells and abilities to cost 500,000 additional MP, and makes said Zone unable to be removed or altered by individuals below Level 50, does not stack on the same zone or across zones, Call Unto Seasons: Fall must have been cast 15 times to cast this spell
Everbloom- (Spell, Elemental Magic, Electrical, 300,000 MP, 30,000,000 Gold) Attaches an effect to target Zone of Electrical that provides +7,500 to the stats of all Electrical element individuals in it, provides -5,000 to the stats of all Acid element targets in it, causes Acid element spells and abilities to cost 500,000 additional MP, and makes said Zone unable to be removed or altered by individuals below Level 50, does not stack on the same zone or across zones, Call Unto Seasons: Spring must have been cast 15 times to cast this spell
Fall's Greeting- (Spell, Elemental Magic, Acid, 450 MP, 114,000 Gold) +100 Magical Attack, May heal Acid element Elemental Magic summons, 20% inflicts a debuff on target, provided that target is below Level 40, that halves target's Defense, Call Unto Seasons: Fall must have already been cast to cast this spell, does not stack
Firestorm- (Spell, Elemental Magic, Fire, 1,800 MP, 308,000 Gold) +320 Magical Attack, 30% inflicts Burning, may inflict 1 hit against 15 and deal 1/4 damage, Call Unto Firemust have been cast to cast this spell
Flame's Bright Light- (Spell, Elemental Magic, Fire, 450 MP, 91,000 Gold) +90 Magical Attack, May deal no damage, 30% inflicts Impaired: Blind, Call Unto Fire must have already been cast to cast this spell
Flaming Explosion - (Spell, Elemental Magic, Fire, 450 MP, 114,000 Gold) +133 Magical Attack, 20% inflicts 1 hit against 5, Call Unto Fire must have already been cast to cast this spell
Forgetful Fog- (Spell, Elemental Magic, Air, 450 MP, 98,000 Gold) +93 Magical Attack, causes target, provided that target is below Level 40, non-unique, and of lower level than caster, to be unable to use one randomly determined ability (Active ability in the case of PCs) present on target for 1 round as a non-stacking debuff, Call Unto Air must have already been cast to cast this spell
9 Formula of Earth: Siege Crusher- (Spell, Wizard Magic, Earth, 2,500 MP, 360,000 Gold) +367 Magical Attack, 15% inflicts Entombed, 50% destroys any one Siege Weaponry worth under 1,000,000 Gold equipped by a target no more than 2 levels higher than caster who is not above level 90
9 Formula of Fire: Blaze Rain- (Spell, Wizard Magic, Fire, 1,950 MP, 350,000 Gold) +680 Magical Attack, 15% inflicts Burning, 1 hit against 20, deals 1/3 damage
8 Formula of Water: Grand Sphere of Water- (Spell, Wizard Magic, Water, 2,400 MP, 341,000 Gold) +320 Magical Attack, 15% inflicts Stun, may deal 1/50 damage to up to 600 additional targets
Four-Seasons' Laser- (Spell, Elemental Magic, Magic, 5,000 MP, 400,000 Gold) +50 Magical Attack, this spell gains +250 additional Magical Attack for each spell out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that has been cast, This spell may gain the Electrical element if Call Unto Seasons: Spring has been cast, This spell may gain the Air, Earth, Fire, and Water elements (all together, not seperately) if Call Unto Seasons: Summer has been cast, This spell may gain the Acid element if Call Unto Seasons: Fall has been cast, This spell may gain the Ice element if Call Unto Seasons: Winter has been cast, This spell may lose the Magic element if it possesses at least one other element, This spell costs 1,000 less MP for each spell out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that has been cast, 1 hit against X, where X = 1 + (-1 + the number of different spells out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that have been cast, minimum 0)
Four Winds' Assault- (Spell, Elemental Magic, Air, 700 MP, 1,020,000 Gold) +1,055 Magical Attack, 15% inflicts Suffocation, 1% inflicts 4 hits against 1 on targets that are below Level 80, Call Unto Air must have been cast four times to cast this spell
4 Freedom- (Spell, Healer Magic, Air, 70,000 MP, 30,000,000 Gold) Target is immune to row-shifting effects from sources below Level 60, Target's actions cannot be skipped by minor or moderate status effects, Target gains Paralysis Immunity, Target's turn-order-determining stat may not be unwillingly changed by sources below Level 40, Target's actions may not be unwillingly controlled by sources below Level 20, Caster must be Level 39 or higher, lasts 5 rounds, does not stack
Gale Blast (2)- (Spell, Elemental Magic, Air, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Suffocation, 1% causes target, provided that target is lower level than caster and below Level 40, to lose its next action, as a non-stacking effect, Call Unto Air must have already been cast to cast this spell
Gate to the Spirit World (Spell, Spirit Magic, Magic & Light & Darkness, 300 MP, 410,000 Gold) Caster may immediately leave a random quest caster is currently in, May create a Zone of Magic, Zone of Light, or Zone of Darkness, Has RP powers
Gerrymander- (Spell, Geomancy, Technology & Air, 1,700 MP, 37,000 Gold) Target Zone, Terrain, or Phantom Terrain that is owned by a source below Level 20 that is lower Level than caster is transferred to the ownership of a source of caster's choosing that is either below Level 20 and below caster's Level or willing
2 Golden Lion Roars and Strikes- (Spell, Unarmed Technique, Physical & Magic, 99 MP, 64,000 Gold) +195 Melee Attack, 5% inflicts Fear on Animals and Humans, Cannot be used if any weapons are equipped
Great and Crushing Hand- (Spell, Golomancy, Physical, 16,000 MP, 1,655,000 Gold) Inflicts a debuff that functions identically to a Stone Golem from the enemy list performing a Grab and Crush attack on a target every round until cured, said attacks do not inflict further debuffs, Targets immune to Paralysis are immune to this effect
Greater Call Unto Air- (Spell, Elemental Magic, Air, 1,500 MP, 11,000,000 Gold) Either +1,500 Magical Attack, changes target ally's next attack's element to Air, scans caster's enemies to determine if any of them are Air element, or gives target 20% Air Resistance, Casting this spell counts as having cast the spell 'Call Unto Air' twice
Great Primal Flame- (Spell, Elemental Magic, Fire, 1,500,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Burning, For every 5 times caster has cast 'Call Unto Fire', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Burning infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Fire'
Great Primal Sea- (Spell, Elemental Magic, Water, 1,500,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Drowning, For every 5 times caster has cast 'Call Unto Water', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Drowning infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Water'
Great Primal Storm- (Spell, Elemental Magic, Air, 1,500,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Suffocation, For every 5 times caster has cast 'Call Unto Air', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Suffocation infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Air'
Great Primal Root- (Spell, Elemental Magic, Earth, 1,500,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Entombed, For every 5 times caster has cast 'Call Unto Earth', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Entombed infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Fire'
Guide Lost Spirits to a Proper Afterlife- (Spell, Spirit Magic, Magic & Darkness & Light, 5,000 MP, 150,000 Gold) Auto-defeats a non-unique Spirit below level 10, Caster must be at least Level 5, Possessor gains a White Spiritual Mark, Has RP effects
Hands of a Living Cosmos- (Spell, Golomancy, Darkness & Astral, 950,000 MP, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, 60% inflicts Paralyzed, 60% inflicts Voidstruck, 25% inflicts Vanished, Caster must be Level 40 or greater
12 Heal- (Spell, Healer Spell, Light & Magic, 5 MP, 700 Gold) +7 Magic Attack, Heals
Holy Daze- (Spell, Holy Magic, Light, 0 MP, 100,000 Gold) 30% inflicts Fatigued: Stun, 30% inflicts Paralysis
7 Keen Strike- (Spell, Sword Arts, Physical, 400 MP, 260,000 Gold) +50 Melee Attack, this attack gains +7% Critical, caster must have a Sword equipped
7 Holy Smite- (Spell, Holy Magic, Light, 4,000 MP, 2,200,000 Gold) +2,500 Magical Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Pierces 5,000 Defense, 30% inflicts Awestruck
Hurricane Shield- (Spell, Elemental Magic, Air & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that deals 80,000 Flat Air element damage to up to 30 targets at the start of each round, does not stack, Call Unto Air must have been cast to cast this spell
5 Invoke Tragedy- (Spell, Dark Magic, Darkness, 41,000 MP, 7,550,000 Gold) +8,100 Magical Attack, May deal no damage, May inflict any minor status effect on up to 5 targets that are non-unique and below Level 60, May remove up to 2 buffs from sources below Level 50 from up to 10 different targets, may inflict 1 hit against 20 if all targets are below Level 30, 120% Fails to work as a Malevolent Backlash Effect and inflicts Hexed and Instant Death on caster instead if caster does not possess the ability Witch or the ability Necromancer
Landslide- (Spell, Elemental Magic, Earth, 1,800 MP, 308,000 Gold) +320 Magical Attack, 30% inflicts Entombed, may inflict 1 hit against 15 and deal 1/4 damage, Call Unto Earth must have been cast to cast this spell
Leaves of Autumn- (Spell, Elemental Magic, Acid, 460 MP, 120,000 Gold) All individuals in battle get -10% to hit and have a 5% chance at the start of each round of being afflicted with Dissolving unless they are over level 10, are a boss, have 5 Diviner abilities, have 5 Elementalist abilities, or have 5 Wanderer abilities, lasts 10 rounds, this spell lasts 30 rounds longer if in a Zone of Acid, does not stack, Call Unto Seasons: Fall must have been cast to cast this spell
Lesser Essence Inversion- (Spell, Transmutation, Light & Darkness, 700 MP, 700,000 Gold) Switches the element of target individual, all of target's abilities, all of target's equipped items, target's Defenses against elements, and target's Resistances and Immunities in the following manner: Fire and Water switch, Earth and Air switch, Light and Darkness switch, Physical and Psychic switch, Magic and Technology switch, Acid becomes Electrical which becomes Ice which becomes Acid, Affects targets below level 20 in this manner, this change may be removed if an individual of Level 20 or greater spends an action doing so, with this effect not being able to be re-applied to a target it has been removed from for 5 rounds, This spell cancels itself out if cast a second time on the same target, Has RP effects
Link (2)- (Spell, Channeling, Magic, 500 MP, 17,000 Gold) Select two targets, these targets may redirect damage from sources below Level 15 to each other, does not stack across either individual in a pair
*IOU from Celas for a Mass Confuse*
Mini-Cyclone- (Spell, Elemental Magic, Air, 1,800 MP, 308,000 Gold) +320 Magical Attack, 5% inflicts Suffocation, 5% switches target’s row and makes it so that target cannot be chosen to move up a row in response to this row shift unless target is the only individual who may and must do so, 5% may inflict 1 hit against 5 and deal 1/2 damage, Call Unto Air must have been cast to cast this spell
Mystic Treatment: Unbreakable- (Spell, Artifice, Magic, 50 MP, 100,000 Gold) Gives target possession the permanent Mystic Treatment Unbreakable, costs 200 XP, and the item's value in Gold w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Necromantic Enchantment: Ghostfog- (Spell, Necromancy, Darkness, 40 MP, 60,000 Gold) Gives target weapon or armor the permanent Enchantment Ghostfog, costs 200 XP, and 6,000 Gold
Nurturing Light of Spirits (Spell, Spirit Magic, 6,500 MP, 315,000 Gold) Creates a buff that sits on caster that stacks 5 times, This buff heals up to 30 Spirits for 5,000 HP and 500 stat damage divided up in any manner across the stats Strength, Constitution, Agility, Spirit, and Mind, and has a 30% chance of curing each of said Spirits of one minor status effect that was inflicted by a source below Level 60 at the start of each round
Open Gate to Echo Providence- (Spell, Gate Magic, Null, 5,000 MP, X Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
10 Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Phone in Lawyers- (Spell, Hypertech, Technology, 40 MP, 60,000 Gold) Summons 1-3 Lawyers, Max 10 summoned, Costs 5,000 Gold to cast per Lawyer summoned
Piercing Rocks (2)- (Spell, Elemental Magic, Earth, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Entombed, 20% pierces all the Defense of targets below Level 20, Call Unto Earth must have already been cast to cast this spell
Plumb- (Spell, Hypertech, Water, 50 MP, 16,500 Gold) Caster removes all debuffs from target Water element individual that either prevent the use of certain abilities or that increase the MP cost of abilities that come from sources below Level 40
Purifying Blade- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50
Pyramidal Necromancy: Call the Desert's Dead- (Spell, Necromancy, Earth & Fire & Darkness, 580 MP, 39,000 Gold) Summons 4 Sildrizan Dead, Max 20 Summoned, Max 40 summoned if caster has the ability Necromancer, Embalmer, or Pyramidic Necromancer, This spell's summons come from the Enemy List and do not level
3 Pyramidal Necromancy: Life-and-Water-Draining Hand- (Spell, Necromancy, Earth & Fire, 70 MP, 40,000 Gold) +40 Melee Attack, +40 Magical Attack, Deals Drain against individuals below Level 20, 50% inflicts Fatigued: Dehydrated, 50% inflicts Stat Drain: CON Drain
4 Pyramidal Necromancy: Temporary Corpse Preservation- (Spell, Necromancy, Earth & Light, 90 MP, 31,000 Gold) Target dead ally does not count the next 5 rounds that pass for purposes of rounds passed since death
Quicksilver Kick- (Spell, Unarmed Technique, Physical, 4,000 MP, 285,000 Gold) +578 Melee Attack, +25% Critical for this attack, does not include Melee Attack bonuses from weapons, may be used from back row, 15% inflicts Fatigue: Stun, 15% inflicts Stat Drain, 5% inflicts Devestated on non-unique, non-boss targets that are under level 5 and have no stat above 100
7 Restore Plants- (Spell, Healer Magic, Life & Earth, 7,000 MP, 1,110,000 Gold) +2,800 Magical Attack, Heals, Heals 1/10 HP Healed in Stat Damage from all stats, Cures all Minor Status Effects, only affects Plants, deals 2/3 damage, 1 hit against 15
Runic Heal- (Spell, Rune Magic, Darkness & Light, 50 MP, 500,000 Gold) +575 Magical Attack, Heals, This spell may act as thought solely Darkness element or solely Light element when cast, This spell gains an additional +4,000 Magical Attack if only targeting Daemons and Golems and only providing beneficial effects
1 Sanctity of the Forest - (Spell, Druid Magic, Earth & Life, 35,000 MP, 1,550,000 Gold) +3,100 Magical Attack, Heals, +700 Defense, only affects Plants and Animals, Cures Burning from up to 30 seperately targetted Plants, does not stack, may only be cast by individuals above Level 15
Seasonal Beauty- (Spell, Elemental Magic, Magic, 2,250 MP, 98,000 Gold) +5 Magical Attack, Heals target, this spell gains +50 additional Magical Attack for each spell out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that has been cast, This spell may gain the Electrical element if Call Unto Seasons: Spring has been cast, This spell may gain the Air, Earth, Fire, and Water elements (all together, not seperately) if Call Unto Seasons: Summer has been cast, This spell may gain the Acid element if Call Unto Seasons: Fall has been cast, This spell may gain the Ice element if Call Unto Seasons: Winter has been cast, This spell may lose the Magic element if it possesses at least one other element, This spell costs 500 less MP for each spell out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that has been cast, This spell may gain a 25% chance of curing Electrocuted if Call Unto Seasons: Spring has been cast, This spell may gain a 10% chance of curing Burning, a 10% chance of curing Entombed, a 10% chance of curing Suffocation, and a 10% chance of curing Drowning if Call Unto Seasons: Summer has been cast, This spell may gain a 25% chance of curing Dissolving if Call Unto Seasons: Fall has been cast, This spell may gain a 25% chance of curing Frozen if Call Unto Seasons: Winter has been cast
19 Shade Restore- (Spell, Healer Magic, Darkness, 35 MP, 2,000 Gold) +30 Magic Attack, Heals target
Sky Serpent's Wrath- (Spell, Spirit Magic, Air, 80,000 MP, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Ranged Attack, Caster must be Level 20 or greater
Sky's Motion- (Spell, Shaman Magic, Air, 155,000 MP, 15,500,000 Gold) +15,000 AGI, does not stack
Sphere of Cold- (Spell, Wizard Spell, Ice, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Frozen, 1 hit against 2, deals 4/5 damage
Spiritual Communion of the Plains and Sky- (Spell, Spirit Magic, Air & Earth, 155,000 MP, 15,500,000 Gold) Caster may cast treat Geomancy spells that require the terrain or phantom terrain to be 'Plains' or 'Sky' as Spirit Magic spells
Spring's Greeting- (Spell, Elemental Magic, Electrical, 450 MP, 114,000 Gold) +100 Magical Attack, May heal Electrical element Elemental Magic summons, 20% inflicts a debuff on target, provided that target is below Level 40, that halves target's turn-order-determining stats for turn-order-determining purposes, Call Unto Seasons: Spring must have already been cast to cast this spell
Spring Storm- (Spell, Elemental Magic, Electrical, 460 MP, 120,000 Gold) All individuals in battle get -10% to hit and have a 5% chance at the start of each round of being afflicted with Electrocuted unless they are over level 10, are a boss, have 5 Diviner abilities, have 5 Elementalist abilities, or have 5 Wanderer abilities, lasts 10 rounds, this spell lasts 30 rounds longer if in a Zone of Electrical, does not stack, Call Unto Seasons: Spring must have been cast to cast this spell
2 Silver Palm- (Spell, Unarmed Technique, Physical, 500 MP, 157,000 Gold) +355 Melee Attack, +15% Critical for this attack, Cannot be used if any weapon slots are occupied
14 Suffocate- (Spell, Elemental Magic, Air, 1,000 MP, 500,000 Gold) 30% inflicts Suffocation, Call Unto Air must have been cast to cast this spell
Summer Heat- (Spell, Elemental Magic, Earth & Air & Fire & Water, 460 MP, 120,000 Gold) All individuals in battle get -10% to hit and have a 5% chance at the start of each round of being afflicted with Fatigued unless they are over level 10, are a boss, have 5 Diviner abilities, have 5 Elementalist abilities, or have 5 Wanderer abilities, lasts 10 rounds, this spell lasts 30 rounds longer if in a Zone of Earth, a Zone of Air, a Zone of Fire, or a Zone of Water, does not stack, Call Unto Seasons: Summer must have been cast to cast this spell
Summer's Greeting- (Spell, Elemental Magic, Earth & Air & Fire & Water, 450 MP, 114,000 Gold) +100 Magical Attack, May heal Elemental Magic summons that are multiple elements, 20% inflicts Fatigued, Call Unto Seasons: Summer must have already been cast to cast this spell
4 Summon- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend monster from the enemy list that is non-Elite, below Level 40, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon
2 Summon Earth Elemental- (Spell, Elemental Magic, Earth, 2,000 MP, 1,000,000 Gold) Summons 1 Earth Elemental from the enemy list, max 20 summoned
Summon the Whiskered Tortoise (Spell, Spirit Magic, Water & Magic, 6,500 MP, 598,000 Gold) Summons 1 Spirit of the Whiskered Tortoise, Max 1 Summoned
2 Summon Water Elemental- (Spell, Elemental Magic, Water, 2,000 MP, 1,000,000 Gold) Summons 1 Water Elemental from the enemy list, max 20 summoned
8 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
4 Terrain Spell of the Forest: Stomping Trees- (Spell, Geomancy, Earth & Physical, 61,000 MP, 2,100,300 Gold) +4,600 Melee Attack, +4,600 Magical Attack, each hit of this spell that does at least 10,000 Damage inflicts a debuff that gives its target -200 Defense, 4 hits against 15, deals 1/5 damage, This spell may only be cast if the terrain or phantom terrain is Forest
8 Terrain Spell of the Forest: Vigor of a Thousand Plants- (Spell, Geomancy, Earth & Life & Physical, 51,000 MP, 1,798,900 Gold) Provides a buff that gives +700 Defense upon the condition that its possessor has at least 10 allies who are Plants, stacks 4 times, lasts 200,000 rounds, the terrain or phantom terrain must be Forest for this spell to be cast
11 Thousand-Year Winter- (Spell, Elemental Magic, Ice, 300,000 MP, 30,000,000 Gold) Attaches an effect to target Zone of Ice that provides +7,500 to the stats of all Ice element individuals in it, provides -5,000 to the stats of all Energy element targets in it, causes Energy element spells and abilities to cost 500,000 additional MP, and makes said Zone unable to be removed or altered by individuals below Level 50, does not stack on the same zone or across zones, Call Unto Seasons: Winter must have been cast 15 times to cast this spell
1 Touch Which Confers Bodily Wholeness- (Spell, Holy Magic, Light, 5,000 MP, 2,600,000 Gold) Target cannot be afflicted with Minor Status effects coming from sources below Level 30, May only be cast by individuals above Level 20
Tide Sphere- (Spell, Elemental Magic, Water , 1,800 MP, 308,000 Gold) +320 Magical Attack, 30% inflicts Drowning, Prevents targets below Level 20 from voluntarily switching rows as a debuff, may inflict 1 hit against 5 and deal 1/4 damage, Call Unto Water must have been cast to cast this spell
Time Flies!- (Spell, Wizard Magic, Time, 5,000 MP, 78,000 Gold) Increments the count of what number round in the current battle it currently is by 1, takes effect 200 times per battle
12 Totemic Magic: Regeneration- (Spell, Shaman Magic, Light & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that heals all of caster's allies for 40,000 HP at the start of each round, does not stack on caster but stacks 10 times across healing effects
7 Totemic Magic: Ward Barrier- (Spell, Shaman Magic, Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that provides +500 Defense and 10% Base Element Resistance to all of caster's allies, does not stack on caster, stacks 5 times across other targets
Transmutative Augmentation: Augmented Mind- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 MIN, stacks 5 times
Transmutative Augmentation: Augmented Strength- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 STR, stacks 5 times
Transmutative Augmentation: Disease-Cleansing Body- (Spell, Transmutation, Magic, 400 MP, 91,000 Gold) Target gains 30% Disease Resistance and target's natural chance of recovering from Disease increases to 50% per round, does not stack
Transmutative Augmentation: Poison-Cleansing Body- (Spell, Transmutation, Magic, 400 MP, 91,000 Gold) Target gains 30% Poison Resistance and target's natural chance of recovering from Poison increases to 50% per round, does not stack
Transmute Essence: Elemental- (Spell, Transmutation, Magic & Air & Earth & Fire & Water, 1,000 MP, 150,000 Gold) Target willing individual's subtype becomes Elemental
Vanishing Sunrise- (Spell, Ethereal Magic, Aether & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Caster obtains a non-stacking buff that causes individuals in the same battlespace who are below Level 100 who are not 20 or more Levels greater than caster to not check for per-round status effect recovery / wearing-off chances at the start of each round
1,534 Volcanic Eruption- (Spell, Wizard Magic, Fire, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Burning, 85% inflicts Entombed, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
8 Wail of the Banshee- (Spell, Bardic Music, Darkness & Sonic, 31,500 MP, 7,960,000 Gold) +8,300 Magical Attack, 30% inflicts Confusion: Depression, 38% inflicts Paralysis, 890 MIN Damage, 890 SPI Damage, 890 CON Damage, 50% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 50% chance of inflicting Instant Death on targets below Level 40, may inflict 1 hit against 5 and deal 1/2 damage, may inflict 1 hit against 30 and deal 1/3 damage
58 Wind of Salvation (2)- (Spell, Celestial Magic, Air, 126,000 MP, 7,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor's allies to be cured of all negative status effects and debuffs with sources below Level 60 at the start of each round, Caster must be Level 45 or greater
Winter's Beauty- (Spell, Elemental Magic, Ice, 60 MP, 46,000 Gold) +47 Magical Attack, Heals target, 3% cures Frozen, Call Unto Seasons: Winter must have already been cast for this spell to be cast
Winter's Greeting- (Spell, Elemental Magic, Ice, 450 MP, 114,000 Gold) +100 Magical Attack, May heal Ice element Elemental Magic summons, 20% inflicts a debuff on target, provided that target is below Level 40, that halves target's turn-order-determining stats for turn-order-determining purposes, Call Unto Seasons: Winter must have already been cast to cast this spell, does not stack
Winter's Needles- (Spell, Elemental Magic, Ice, 60 MP, 46,000 Gold) +47 Magical Attack, +3% Critical against non-Ice element foes, Call Unto Seasons: Winter must have already been cast for this spell to be cast
Wintry Blizzard- (Spell, Elemental Magic, Ice, 460 MP, 120,000 Gold) All individuals in battle get -10% to hit and have a 5% chance at the start of each round of being afflicted with Frozen unless they are over level 10, are a boss, have 5 Diviner abilities, have 5 Elementalist abilities, or have 5 Wanderer abilities, lasts 10 rounds, this spell lasts 30 rounds longer if in a Zone of Ice, does not stack, Call Unto Seasons: Winter must have been cast to cast this spell
92 Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Emmanuel Stuff wrote:Animate Plants- (Spell, Druid Magic, Earth, 15,000 MP, 780,000 Gold) Summons up to 5 Plants below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
Leaves of the Future- (Item, Crafting Equipment, Time, 500,000 Gold) Not consumed in combinations it is a part of
Great Druid's Blade- (Weapon, Sword, Earth & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 Magical Attack, +3,400 SPI, +2,800 STR, +3,000 MIN, +3,200 CON, 135% To Hit, 20% inflicts Entombed, Wielder’s Plant, Animal, Aerial, Aquatic, and Cthonian allies gain +200 to all stats as an effect that stacks a max of 10 times, Wielder's Druid Magic spells cost 3,000 less MP
3 Leafkeeper Staff- (Weapon, Staff, Earth, 500 Gold) +5 Melee Attack, +10 Magic Attack
3 Lifeblossom Plant Tender's Staff- (Weapon, Staff, Earth & Light, 180,000 Gold) +70 Magical Attack, Allied Plants gain 60 points in all stats, Summoned plants created by wielder's Biomancy spells gain 800 Max HP and regenerate 200 HP at the start of every round
3 Plant Tender's Staff- (Weapon, Staff, Earth & Light, 130,000 Gold) +70 Magical Attack, Allied Plants gain 40 points in all stats, Summoned plants created by wielder's Biomancy spells gain 800 Max HP
Wheat Cutter Katana- (Weapon, Sword, Earth, 89,000 Gold) +27 Melee Attack, +21 Magical Attack, +35 additional Melee Attack against Plants
Trowel of Aideez- (Weapon, Tool, Earth, 3,400 Gold) +15 Melee Attack, +8 Magical Attack, +50% damage to Plants, May heal Plants instead of dealing damage
Keen Hedge Clippers- (Weapon, Tool, Physical & Fire & Earth, 78,000 Gold) +94 Melee Attack, +70 CON, +700 HP, 5% Fire Resistance, +120 additional Melee Attack against Plants, +78 STR if any foes are Plants, 20% Critical against Plants
Boots of Tree Striding- (Accessory, Boots, Earth, 15,000 Gold) Earth element wielders gain +15 AGI
2 Blossom Seal- (Accessory, Seal, Earth & Light, 18,000 Gold) +25 to all stats and +300 HP if wielder is a Plant, +25 to all stats of wielder's Plant pets and summons and +300 HP of wielder's Plant pets and summons if wielder has at least 5 Druid or Botanist abilities
2 Gardening Gloves- (Accessory, Gloves, Earth, 6,000 Gold) +5 Defense, 3% Earth Resistance, +15 Melee Attack and Magical Attack in actions targetting Plants
2 Doctor Roberts's Guide to Trees- (Item, Antiquity, Earth, 300 Gold)
2 Guide to Trees- (Item, Antiquity, Earth, 500 Gold)
Tank Power Plant- (Item, Material, Technology, 21,900 Gold)
Plant Pods- (Item, Material, Earth, 30 Gold)
Imported Selection of Exotic Plants- (Item, Antiquity, Earth, 30,000 Gold)
Fake Potted Plant- (Item, Antiquity, Earth & Technology, 575 Gold)
Pets-
Advertising Bird from Wonders of the Spirit World's Old Marketing Campaign- (Pet, Aerial, Air, Lv.1, 48,500 Gold)
HP- 300
MP- 300
STR- 21
AGI- 29
CON- 22
MIN- 28
SPI- 23
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 10
Defense against Stat Damage- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 101%
Dodge- 2%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
It's a Sale!- Possessor and possessor's allies may treat items in the Shop that are for sale as being worth 5,000 Gold less as a non-stacking effect in threads that are not The Shop, Items purchased in this way may not be sold to the shop, Constant Effect
Abilities-
Peck- 35 Damage, Physical or Physical & Air, 0 MP
Announce!- 1% inflicts Elevated, Air, 1 MP
Ancient Shrine Maiden's Vengeful Undying Spirit- (Summoned)
Level 55
Undead, Hope & Darkness
HP- 3,100,000
MP- 3,900,000
STR- 21,000
AGI- 26,000
CON- 23,000
MIN- 29,000
SPI- 33,000
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 55
Defense- 14,000, +140,000 against Darkness, +140,000 against Hope
Defense against Stat Damage- 2,800
Critical Chance- 75%
Resilience- 56%
To Hit- 155%
Dodge- 51%
Resistances and Immunities- 90% Darkness Resistance, 90% Physical Resistance, 90% Ice Resistance, 90% Fire Resistance, 90% Hope Resistance, Hexed Immunity, Diseased Immunity, Fatigued Immunity, Poison Immunity, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance, 5% Major Status Effect Resistance, Immune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Spirit
Constant Effects-
Undying Spirit Caught Between the World and the Afterlife- Possessor gains the subtype Spirit, Constant Effect
Legendary Shrine Maiden's Charms- Possessor is Immune to individuals below Level 20, Possessor gains +30,000 SPI, Possessor deals 250,000 additional points of Healing, Constant Effect
Holy Robes Many-Times-Warded- Possessor gains +28,000 Defense, +5,600 Defense against Stat Damage, +55% Resilience, and +15,000 SPI, Possessor's Defense cannot be pierced by individuals below Level 60, Constant Effect
Medium Between the Wrathful Spirits and the Restless Dead- Possessor's Undead and Spirit allies gain +6,000 to all stats as a non-stacking bonus, Constant Effect
Vengeful- Possessor deals 35,000 additional Damage to individuals who have previously Damaged possessor or conducted an offensive action that targeted possessor (with offensive actions that target possessor that damage possessor counting twice) during the thread for each time they have previously done so, to a max of 20 times, Constant Effect
Ethereal- Possessor gains +100% Dodge, Constant Effect
Abilities-
Chastisement- 35,000 Damage, 50% inflicts Awestruck: Sealed, 50% inflicts Zealblasted, Darkness or Hope or Physical or Psychic or Magic, 0 MP
Retributive Lightning- 5,000 Damage, this action deals 120,000 additional Damage to individuals who previously either dealt non-healing Damage to caster or targeted caster with an offensive action during the thread, Electrical or Electrical & Magic, 0 MP
Sphere of Hope and Darkness- 45,000 Damage, Hope & Darkness, 0 MP
My Only Hope: For Vengeance- Caster deals 80,000 Flat Hope element Damage to each individual who previously either dealt non-healing Damage to caster or targeted caster with an offensive action during the thread, with this action being able to target individuals below Level 60 who are in different battlespaces, Hope or Hope & Magic, 80,000 MP
Call Spirits- Caster summons up to 20 Spirits from the Enemy List that are below Level 40 and are normally fightable for drops, these summons may not summon, Max 300 summoned, Earth & Air & Fire & Water & Wood & Metal & Hope & Darkness, 200,000 MP
Raise the Dead- Caster summons up to 20 Undead from the Enemy List that are below Level 40 and are noramally fightable for drops, these summons may not summon, Max 300 summoned, Darkness, 200,000 MP
Restore Spirits (and Undead)- Target Spirit or Undead regenerates 1,000,000 HP, Hope & Darkness, 250,000 MP
Resurrect- Caster resurrects target individual killed by a source that is not above Level 70 is resurrected, Hope, 500,000 MP
Rain of Fury- 26,000 Damage, 200% inflicts Confusion: Berserk, 1 hit against 500,000, Hope & Energy & Fire, 365,000 MP
Eclipse of Spirits- Individuals who are not 20 or more Levels greater than caster and are not greater than Level 80 cannot obtain White Spiritual Marks or perform actions that would give them White Spiritual Marks, Darkness, 2,000,000 MP
Apprentice Vampire Ninja of Sensei Dracula- (Pet, Undead, Darkness & Physical, Lv.4, 178,000 Gold)
Nickname: Yoru
HP- 4,900
MP- 5,250
STR- 195
AGI- 195
CON- 180
MIN- 155
SPI- 155
XP- 1,724,075
XP Needed- 15,000 (Standard Multiplier x2)
Minimum Level- 3
Defense- 180
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 2%
To Hit- 105%
Dodge- 5%
Resistances and Immunities- 30% Darkness Resistance, 30% Air Resistance, 30% Physical Resistance, 30% Light Weakness, 30% Fire Weakness, 30% Acid Weakness, Immune to Pain, Poison, Diseased and Fatigued
Prime Attribute- Agility
Constant Effects-
Vampiric Reflexes- Possessor gets +15% Dodge, Constant Effect
Abilities-
Improperly Copied Sensei Kick- 940 Damage, 5% inflicts Fatigue: Stun, Physical, 0 MP
Improperly Copied Sensei Punch- 940 Damage, 2% once per round caster gains another action immediately following this action, Physical, 0 MP
Improperly Copied Sensei Blur- +21% Dodge, only targets caster, does not stack, Darkness, 500 MP
Meditate Upon Imperfections- +50 to all stats, affects caster only, stacks 5 times, Psychic & Physical, 400 MP
Improperly Copied Sensei Leap- 980 Damage, 50% deals full damage to the back rank, Physical & Air, 250 MP
14 Botanist (3)- (Pet, Human, Earth & Technology, Lv.1, 500,000 Gold)
HP- 300
MP- 300
STR- 11
AGI- 15
CON- 20
MIN- 22
SPI- 20
XP- 0
XP Needed- 1,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- 10, +20 against Earth
Defense against Stat Damage- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 5% Plant Resistance, 70% Minor Status Effect Resistance
Prime Attribute- Mind
Constant Effects-
Archetype- Possessor counts as having the ability 'Botanist', as having 1 Botanist ability, as having 1 Plant pet, and may count as being the Plant subtype, Constant Effect
Bolster Plants- Possessor's Plant allies gain +10 to all stats, Constant Effect
Abilities-
Drain Seeds- 20 Damage, inflicts HP Drain, Earth, 0 MP
Heal Plant- 50 Damage, Heals, Only affects Plants, Earth & Technology, 5 MP
Boost Plant- +10 to all stats, Only affects Plants, stacks 10 times, Earth & Technology, 15 MP
23 Desert Corsair Warship- (Transformation, Vessel, Earth, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 24,000
CON- 22,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 3,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Minor Status Effect Immunity, 50% Moderate Status Effect Resistance, Entombed Immunity, Drowning Immunity
Prime Attribute- Agility
Constant Effects-
Sand Fortress Ship- Possessor counts as a Vehicle and a Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Desert Corsair’ gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Desert Corsair Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- 50% Cured of any negative effect from a source below level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannons- 30,000 Damage, Inflicts Entombed, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +4,000 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50, affects caster only, Earth, 80,000 MP
Sand Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Earth, 80,000 MP
Frog Beast of Paradine-
Level 8, Elite
Monster, Water
HP- 130,000
MP- 130,000
STR- 900
AGI- 880
CON- 810
MIN- 800
SPI- 840
XP- 0
Defense- 1,250
Defense Against Stat Damage- 50
Critical chance- 16%
Resilience- 8%
To Hit- 113%
Dodge- 19%
Resistances and Immunities- 30% Water Resistance, 30% Minor Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Webbed Slash- 4,000 Damage, Physical or Water, 0 MP
Deluge- 1,000 Damage, 1 hit against 50,000, Water, 10,000 MP
Corruption Breath- 500 CON Damage, inflicts Poison, 1 hit against 30, Acid & Air, 10,000 MP
Drops-
10,000 Gold
800 XP
90% Murksphere- (Weapon, Orb, Acid & Water, 15,000 Gold) +15 Magical Attack, 15% inflicts Poison
10% Frogbeast Plushie- (Item, Antiquity, Water, 65,000 Gold)
*Gardening Emmanuel- (Pet, Human, Earth, Lv.59, 85,470,000 Gold)
HP- 4,600,000
MP- 3,850,000
STR- 57,000
AGI- 43,500
CON- 53,500
MIN- 45,500
SPI- 48,000
XP- 0
XP Needed- 332,800,000 (Standard Multiplier x2, bumped to x40 for level 59)
Defense- 21,000, +160,000 against Plants
Defense against Stat Damage- 2,800
Critical Chance- 68%
Resilience- 73%
To Hit- 163%
Dodge- 55%
Resistances and Immunities- 80% Plant Resistance, 60% Darkness Resistance, 60% Earth Resistance, 60% Corruption Resistance, 60% Agony Resistance, 60% Destruction Resistance, 60% Devastation Resistance, 100% Voidstruck Resistance, Reflects Awestruck, Voidstruck Immunity, Immune to minor status effects from sources below Level 80, 118% Minor Status Effect Resistance, 70% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Strength or Spirit
Constant Effects-
Just Can't Be Beeten- Possessor has a 60% chance of immediately being resurrected after being killed by a lower level source, to a max of 30 times per thread, Constant Effect
Treelly Knowledgeable About Plants- Possessor's Plant allies gain +15,000 to all stats, with this bonus being unable to raise their stats above 100,000, Constant Effect
Cultivate Purity- Possessor's Plant allies gain immunity to minor negative status effects from sources below possessor's Level that are below Level 80, Constant Effect
Nutty About Nut-Rition- Possessor gains +1,500,000 HP, Possessor's allies have a 90% chance of being cured of all minor and moderate negative status effects they possess that come from sources below Level 80 at the start of each round, Constant Effect
Savior of Plants- Possessor's Plant allies may not be prevented from being resurrected by individuals below Level 80, Constant Effect
Crown of Thorns- Possessor may deal 500,000 Flat Earth element Damage and may have a 150% chance of inflicting Wounded on any individual who targets possessor with an offensive action at the end of said action, Constant Effect
Guarded by the Generous Gifts of the Gods of Good and Grain- Possessor is Immune to individuals below Level 20, gains +60,000 to all stats, and gains +120,000 Defense, Constant Effect
Indexed Effects-
Owns Rare and Exotic Plants- Possessor counts as being worth 1,000,000 additional Gold, Constant Effect
Speak to Plants- Possessor may ignore the status effect Immunities of Level 1 Plants, Constant Effect
Impress Impressed Plants- Whenever possessor or one of possessor's allies inflicts Charm on a Plant, possessor may choose to inflict Invigorated on said plant, Constant Effect
Familiar with Plants of Some Import- Possessor is afflicted with Elevated at the start of each battle, Constant Effect
Powerwalk through Plants- Possessor gains 80% Dodge while possessor has two or more Plant allies, Constant Effect
Am-Bush Ambush- Possessor may choose to count as a Plant instead of possessor's standard subtypes on the first round of battle, Possessor gains +5,000 to all stats as a non-stacking buff on the first round of battle if possessor chooses to do so, Constant Effect
Phone that can Call Plants- Possessor may target allied Plants in other battles that do not contain opponents that are Level 40 or greater, Constant Effect
Become Tall as a Beanstalk- Possessor may, at the start of any round, choose to gain +700,000 HP, +11,000 CON, to deal full Damage to targets in the back row who are below Level 40, and to count as 5 individuals in possessor's row for row-order purposes, Constant Effect
Hole-ier Than Thou- Possessor may, at the start of any action, choose to set possessor's Dodge to a value equal to ((The highest Dodge value of any of possessor's opponents who are below Level 40) + 1)%, to a max of 100%, Constant Effect
Turnip Unexpectedly- Possessor's equipper has an 100% chance of gaining an extra action immediately after any action that equips possessor, Constant Effect
Added Effects-
Has Breathed In Murlakro's Breath- +5,000 Max MP, This ability does not persist through combos, Constant Effect
Abilities-
Green Thumb- 1,350,000 Damage, Heals, Only affects Plants, Earth, 0 MP
Drain Flowers- 250,000 Damage, Deals HP Drain, Only affects Plants and caster, May not deal drain to caster, Earth, 0 MP
Green Elbow- 68,000 Damage, Only affects non-Plants, Earth or Earth & Physical, 0 MP
Hot Potato Toss- 56,000 Damage, 140% inflicts Burning, Fire & Earth, 8 MP
Please Don't Bug Me!- Caster gains 45% Insect Resistance, does not stack, Air, 100 MP
Power Plant- 1,350,000 Damage, Heals MP, Only affects Plants, Electrical & Magic, 100 MP
Can Yew Please Do Me a Favor?- 160% inflicts Charm, Earth, 134 MP
Prepare for the Beet-Down- 60,000 Damage, deals no actual damage, instead reducing target’s Defense by the amount of damage that would be dealt for purposes of caster’s allies’ actions until either caster’s next action or two rounds have passed, if this debuff is stacked at least three times, its target does not get damage reduction benefits from being in a specific row, stacks 10 times, Physical, 3,000 MP
Grow Fruits of the Spirit- 900,000 Damage, Heals, Cures all minor and moderate negative status effects, Light & Earth, 100 MP
Plant Seeds of Virtue- Target has a 160% chance of being afflicted with Charm at the start of every round, does not stack, Has RP effects, Light & Earth, 500 MP
Resurrect Plants- Caster resurrects target Plant that was killed by a source below Level 80, May be cast a max of 15 times per thread, Light & Earth, 50,000 MP
Scythe Which Separates the Wheat from the Chaff- 80,000 Damage, Deals Healing to caster's allies, removes one buff from a source below Level 80 from opposing targets below Level 80, removes one debuff from a source below Level 80 from allied targets, Physical & Earth & Light & Darkness, 100,000 MP
Indexed Abilities-
Animate Plants- Target Plants are cured of Paralyzed and are afflicted with Invigorated: Zesty, 1 hit against 30, Light & Earth, 30,000 MP
Summon Lesser Treant- Caster summons one Level 20 Lesser Treant from the Zoo Record, Max 1 summoned, Earth, 40,000 MP
Summon Fruit Dragon- Summons 1 Fruit Dragon from the Enemy List, Max 1 Summoned, Earth, 55,000 MP
Trow-Slaying Trowel- 22,000 Damage, 50% inflicts Entombed, target may not regenerate if target is below Level 40, Physical & Earth, 30,000 MP
Sprinkle in Some Season-Ing- 70,000 Damage, Heals HP, targets, if Plants, may choose to count Call Unto Seasons: Spring, Call Unto Seasons: Fall, Call Unto Seasons: Winter, Call Unto Seasons: Summer, and / or Call Unto Seasons: Some Odd Blue Season as having been cast one additional time, Ice & Energy & Electrical & Acid & Magic, 40,000 MP
Branch Out and Learn New Skills- Caster gains a buff that causes caster to possess 1 ability from every base class, does not stack, Ignores inappropriate classes as an RP effect in RP threads, Psychic & Earth, 200,000 MP
Please Leaf Me Alone- This ability may only be used as a counter, All spells and abilities that target uses that affect caster have their MP costs raised by 50,000 if they are already at least 1, stacks 200 times, Earth, 50 MP
Pull Extra Lucky Clovers Out of His Pockets- Targets are afflicted with Favored and obtain a non-stacking buff that provides +7% Dodge, +7% To Hit, +7% Critical, and +7% Resilience, Light & Earth & Fortune, 40,000 MP
Prune Organizational Branches- 150,000 Damage, Only affects Large Structures, target obtains -3,000 to all stats as a debuff that stacks 5 times, Physical & Psychic & Air, 70,000 MP
Promote Plants in His Owner's Garden- Inflicts Elevated on target Plants, 1 hit against 300, Earth & Air, 100 MP
Seal Blossom- 80% inflicts Awestruck: Sealed on Plants, Target Plant below Level 40's actions have a 50% Chance of failing to work, with things that would occur before and after said actions still occurring, Earth & Light, 240,000 MP
Leaf That One to Me- Target, if below Level 40, deals half Damage to individuals who are not caster if target and caster are in the same battle and both alive, Caster if below Level 40 and in the same battle as said target while both are alive, may not target individuals other than itself and said target, does not stack on caster, on the same target, or on multiple non-caster targets at once, Earth & Spatial, 250,000 MP
Exploding Oasis Trap- 40,000 Damage, 60% inflicts Confusion: Surprised, 1 hit against 300, deals 1/2 Damage, Fire or Fire & Earth & Water, 197,000 MP
Make Like A Tree- Caster exits this thread, Caster may not be stopped from leaving battle or the thread by sources below (caster's Level + 20, to a max of 100), Earth, 80 MP
Sea the Forest for the Trees- 80,000 Damage, Only affects Plants that are Units and are below Level 80, Targets become solely Water element and cannot take more than one action per round, with things that would occur before and after skipped actions still occurring, Caster must have two or more Plant allies to cast this, Water, 200,000 MP
Grow Solar Fruit- Heals target Solar Being for 2,000,000 HP and 1,000,000 MP or heals target Light-element individual for 200,000 HP and 100,000 MP or heals target non-Darkness-element individual for 20,000 HP and 10,000 MP, Light & Earth, 2,000,000 MP
Ripe Old Age Ray- Target willing individual is afflicted with Fatigued: Elderly, and, if said infliction is successful, obtains +7,000 MIN and SPI as a non-stacking buff and is then afflicted with Elevated, Earth & Time, 65,000 MP (Indexed at Level 41)
Mow-Tivational Shout- 36,000 Damage, this action gains +90% Critical against Plants, if this action kills an opposing Plant, all of caster's allies are afflicted with Invigorated and Invigorated: High Morale, Physical & Sonic, 110,000 MP (Indexed at Level 45)
Blessed Flax Cannon- 77,077 Damage, this action gains +77% Critical, Technology & Earth & Hope, 250,000 MP (Indexed at Level 55)
Sage Advice- +10,000 MIN, stacks 5 times, Psychic or Earth or Magic, 250,000 MP (Indexed at Level 55)
Power of Honesty: Till It Like It Is- Caster scans the stats of all opponents, Caster removes all Illusion Magic buffs and debuffs from sources below Level 80 from all individuals in the same battlespace, Earth & Light, 250,000 MP (Indexed at Level 55)
Cook Steel Sunflower-Seed Bun Burger Supreme- 600,000 Damage, Heals, Cures 1 debuff from a source that is a non-allied Plant or Insect that is below Level 50, Metal & Earth, 250,000 MP (Indexed at Level 55)
Resuscitate the Forest's Heart- Caster, to a max of once per thread, resurrects all allied Plants that were killed by sources below Level 60, Earth & Electrical, 1,000,000 MP (Indexed at Level 59)
Lily Cricifix Attack- 15,951 Damage, caster chooses a row-order formation when performing this action, if said row-order formation has three or more rows, said action gains 1 hit against 1 target in each row that is not the row directly before the furthest-back row, which it instead gains 1 hit against 50 targets in; this action summons 3 Plants whose name includes 'Lily' that are below Level 50 that are normally fightable for drops on the Enemy List unless its performer or its performer's controller already possesses at least 3 such summons before said action, Max 5 summoned, This action gains 'heals' against allied targets if caster possesses at least one ally that is a Plant that is Level 5 or greater, this action inflicts Elevated and Favored on up to 5 chosen targets if its caster possesses at least 3 allies who are Plants whose name includes 'Lili' or 'Lily' at the beginning of said action, 100% inflicts Confusion: Berserk on targets that are Daemons, Devils, or Demons unless the current round of battle's number is 6, Light & Earth, 300,003 MP (Indexed at Level 59)
Enhancements-
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Others-
1 Fame
"The ability to learn some higher-level techniques more easily"
Awards-
Participated In The Quest 'A Phonecall from Donna'
Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation
Level 39 Version wrote:*Gardening Emmanuel- (Pet, Human, Earth, Lv.39, 45,470,000 Gold)
HP- 1,400,000
MP- 1,250,000
STR- 31,500
AGI- 23,000
CON- 29,000
MIN- 21,500
SPI- 26,000
XP- 181,460,000 (Precise amount to reach 59)
XP Needed- 32,800,000 (Standard Multiplier x2, bumped to x40 for level 39)
Defense- 13,000, +40,000 against Plants
Defense against Stat Damage- 2,800
Critical Chance- 48%
Resilience- 50%
To Hit- 144%
Dodge- 37%
Resistances and Immunities- 70% Plant Resistance, 50% Darkness Resistance, 50% Earth Resistance, 100% Voidstruck Resistance, Reflects Awestruck, Voidstruck Immunity, Immune to minor status effects from sources below Level 60, 45% Moderate Status Effect Resistance
Prime Attribute- Strength or Spirit
Constant Effects-
Just Can't Be Beeten- Possessor has a 50% chance of immediately being resurrected after being killed by a lower level source, to a max of 30 times per thread, Constant Effect
Turnip Unexpectedly- Possessor's equipper has an 80% chance of gaining an extra action immediately after any action that equips possessor, Constant Effect
Treelly Knowledgeable About Plants- Possessor's Plant allies gain +6,000 to all stats, with this bonus being unable to raise their stats above 33,000, Constant Effect
Cultivate Purity- Possessor's Plant allies gain immunity to minor negative status effects from sources below possessor's Level that are below Level 60, Constant Effect
Nutty About Nut-Rition- Possessor gains +600,000 HP, Possessor's allies have a 50% chance of being cured of all minor and moderate negative status effects they possess that come from sources below Level 60 at the start of each round, Constant Effect
Savior of Plants- Possessor's Plant allies may not be prevented from being resurrected by individuals below Level 60, Constant Effect
Crown of Thorns- Possessor may deal 200,000 Flat Earth element Damage and may have a 100% chance of inflicting Wounded on any individual who targets possessor with an offensive action at the end of said action, Constant Effect
Indexed Effects-
Owns Rare and Exotic Plants- Possessor counts as being worth 1,000,000 additional Gold, Constant Effect
Speak to Plants- Possessor may ignore the status effect Immunities of Level 1 Plants, Constant Effect
Impress Impressed Plants- Whenever possessor or one of possessor's allies inflicts Charm on a Plant, possessor may choose to inflict Invigorated on said plant, Constant Effect
Familiar with Plants of Some Import- Possessor is afflicted with Elevated at the start of each battle, Constant Effect
Powerwalk through Plants- Possessor gains 80% Dodge while possessor has two or more Plant allies, Constant Effect
Am-Bush Ambush- Possessor may choose to count as a Plant instead of possessor's standard subtypes on the first round of battle, Possessor gains +5,000 to all stats as a non-stacking buff on the first round of battle if possessor chooses to do so, Constant Effect
Phone that can Call Plants- Possessor may target allied Plants in other battles that do not contain opponents that are Level 40 or greater, Constant Effect
Become Tall as a Beanstalk- Possessor may, at the start of any round, choose to gain +700,000 HP, +11,000 CON, to deal full Damage to targets in the back row who are below Level 40, and to count as 5 individuals in possessor's row for row-order purposes, Constant Effect
Hole-ier Than Thou- Possessor may, at the start of any action, choose to set possessor's Dodge to a value equal to ((The highest Dodge value of any of possessor's opponents who are below Level 40) + 1)%, to a max of 100%, Constant Effect
Added Effects-
Has Breathed In Murlakro's Breath- +5,000 Max MP, This ability does not persist through combos, Constant Effect
Abilities-
Green Thumb- 450,000 Damage, Heals, Only affects Plants, Earth, 0 MP
Drain Flowers- 100,000 Damage, Deals HP Drain, Only affects Plants and caster, May not deal drain to caster, Earth, 0 MP
Green Elbow- 34,000 Damage, Only affects non-Plants, Earth or Earth & Physical, 0 MP
Hot Potato Toss- 28,000 Damage, 100% inflicts Burning, Fire & Earth, 8 MP
Please Don't Bug Me!- Caster gains 35% Insect Resistance, does not stack, Air, 100 MP
Power Plant- 450,000 Damage, Heals MP, Only affects Plants, Electrical & Magic, 100 MP
Can Yew Please Do Me a Favor?- 120% inflicts Charm, Earth, 134 MP
Prepare for the Beet-Down- 30,000 Damage, deals no actual damage, instead reducing target’s Defense by the amount of damage that would be dealt for purposes of caster’s allies’ actions until either caster’s next action or two rounds have passed, if this debuff is stacked at least three times, its target does not get damage reduction benefits from being in a specific row, stacks 10 times, Physical, 3,000 MP
Grow Fruits of the Spirit- 400,000 Damage, Heals, Cures all minor negative status effects, Light & Earth, 100 MP
Plant Seeds of Virtue- Target has a 100% chance of being afflicted with Charm at the start of every round, does not stack, Has RP effects, Light & Earth, 500 MP
Resurrect Plants- Caster resurrects target Plant that was killed by a source below Level 60, May be cast a max of 5 times per thread, Light & Earth, 50,000 MP
Scythe Which Separates the Wheat from the Chaff- 40,000 Damage, Deals Healing to caster's allies, removes one buff from a source below Level 60 from opposing targets below Level 60, removes one debuff from a source below Level 60 from allied targets, Physical & Earth & Light & Darkness, 100,000 MP
Indexed Abilities-
Animate Plants- Target Plants are cured of Paralyzed and are afflicted with Invigorated: Zesty, 1 hit against 30, Light & Earth, 30,000 MP
Summon Lesser Treant- Caster summons one Level 20 Lesser Treant from the Zoo Record, Max 1 summoned, Earth, 40,000 MP
Summon Fruit Dragon- Summons 1 Fruit Dragon from the Enemy List, Max 1 Summoned, Earth, 55,000 MP
Trow-Slaying Trowel- 22,000 Damage, 50% inflicts Entombed, target may not regenerate if target is below Level 40, Physical & Earth, 30,000 MP
Sprinkle in Some Season-Ing- 70,000 Damage, Heals HP, targets, if Plants, may choose to count Call Unto Seasons: Spring, Call Unto Seasons: Fall, Call Unto Seasons: Winter, Call Unto Seasons: Summer, and / or Call Unto Seasons: Some Odd Blue Season as having been cast one additional time, Ice & Energy & Electrical & Acid & Magic, 40,000 MP
Branch Out and Learn New Skills- Caster gains a buff that causes caster to possess 1 ability from every base class, does not stack, Ignores inappropriate classes as an RP effect in RP threads, Psychic & Earth, 200,000 MP
Please Leaf Me Alone- This ability may only be used as a counter, All spells and abilities that target uses that affect caster have their MP costs raised by 50,000 if they are already at least 1, stacks 200 times, Earth, 50 MP
Pull Extra Lucky Clovers Out of His Pockets- Targets are afflicted with Favored and obtain a non-stacking buff that provides +7% Dodge, +7% To Hit, +7% Critical, and +7% Resilience, Light & Earth & Fortune, 40,000 MP
Prune Organizational Branches- 150,000 Damage, Only affects Large Structures, target obtains -3,000 to all stats as a debuff that stacks 5 times, Physical & Psychic & Air, 70,000 MP
Promote Plants in His Owner's Garden- Inflicts Elevated on target Plants, 1 hit against 300, Earth & Air, 100 MP
Seal Blossom- 80% inflicts Awestruck: Sealed on Plants, Target Plant below Level 40's actions have a 50% Chance of failing to work, with things that would occur before and after said actions still occurring, Earth & Light, 240,000 MP
Leaf That One to Me- Target, if below Level 40, deals half Damage to individuals who are not caster if target and caster are in the same battle and both alive, Caster if below Level 40 and in the same battle as said target while both are alive, may not target individuals other than itself and said target, does not stack on caster, on the same target, or on multiple non-caster targets at once, Earth & Spatial, 250,000 MP
Exploding Oasis Trap- 40,000 Damage, 60% inflicts Confusion: Surprised, 1 hit against 300, deals 1/2 Damage, Fire or Fire & Earth & Water, 197,000 MP
Make Like A Tree- Caster exits this thread, Caster may not be stopped from leaving battle or the thread by sources below (caster's Level + 20, to a max of 100), Earth, 80 MP
Sea the Forest for the Trees- 80,000 Damage, Only affects Plants that are Units and are below Level 80, Targets become solely Water element and cannot take more than one action per round, with things that would occur before and after skipped actions still occurring, Caster must have two or more Plant allies to cast this, Water, 200,000 MP
Grow Solar Fruit- Heals target Solar Being for 2,000,000 HP and 1,000,000 MP or heals target Light-element individual for 200,000 HP and 100,000 MP or heals target non-Darkness-element individual for 20,000 HP and 10,000 MP, Light & Earth, 2,000,000 MP
Enhancements-
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Others-
1 Fame
"The ability to learn some higher-level techniques more easily"
Awards-
Participated In The Quest 'A Phonecall from Donna'
Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation
Has Reached Round 41 in an Endurance Match
Greater Joyous Spirit- (Pet, Spirit, Light, Lv.36, 35,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 36
Defense- #, +# against Darkness
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 90% Light Resistance, 50% Darkness Resistance, 72% Minor Status Effect Resistance, Awestruck Immunity, Voidstruck Immunity, Spirit Traits
Prime Attribute- Spirit
Constant Effects-
Joyous Aura- Possessor's allies have a 50% chance of being cured of each minor negative status effect they are afflicted with that comes from a source below Level 60 at the start of each round, Constant Effect
Abilities-
Bolt of Cleansing Light- # Damage, Cures all minor negative status effect, Target cannot inflict negative status effects if below Level 40, Light, 0 MP
Touch of Restoration- # Damage, Deals HP Healing, Cures all minor negative status effects, Removes 1 debuff from a source below Level 40, Light, 0 MP
Eternal Joy- Target gains Confusion: Depression Immunity, this buff cannot be removed by sources below Level 60 without its possessor's consent, 1 hit against 5, Light, # MP
Blessing- +# to all stats, stacks 3 times, lasts 15 rounds, Light, # MP
Flame Drakeling- (Pet, Dragon, Fire, Lv.2, 15,000 Gold)
HP- 1,200
MP- 360
STR- 38
AGI- 40
CON- 51
MIN- 55
SPI- 40
XP- 0
XP Needed- 4,000
Minimum Level- 1
Defense- 40, +50 against Fire
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 20% Fire Resistance
Prime Attribute- Two Highest Attributes
Constant Effects-
None
Abilities-
Bite- 30 Damage, Earth, 0 MP
Clamp Bite- 30 Damage, Physical, 0 MP
Fire Claw- 45 Damage, Fire, 0 MP
Flame Breath- 130 Damage, Prime Attribute is Spirit for this attack, 1 Hit Against 4, Fire, 4 MP
Flaros- 200 Damage, Prime Attribute is Spirit for this attack, Fire, 5 MP
Flaming Forces- +20 Fire damage for all attacks, lasts 3 turns, Fire, 20 MP
Golden Liar- (Pet, Human, Psychic, Lv.5, 225,000 Gold)
HP- 6,050
MP- 7,500
STR- 225
AGI- 260
CON- 230
MIN- 270
SPI- 500
XP- 0
XP Needed- 20,000 (Standard Multiplier x2)
Minimum Level- 1
Defense- 400
Defense against Stat Damage- 3
Critical Chance- 6%
Resilience- 6%
To Hit- 107%
Dodge- 8%
Resistances and Immunities- None
Prime Attribute- Mind
Constant Effects-
Is Actually Gold Plated- Possessor's Gold value is increased by 1,000,000 in battles if no opponent has successfully scanned possessor's stats, Constant Effect
Abilities-
Lure Into Trap- 1,800 Damage, Physical & Psychic, 0 MP
Fib Like Crazy- Places a debuff on target that individuals below Level 10 must choose as the first debuff to remove from target when given the oppertunity to remove debuffs from target, Psychic & Darkness, 600 MP
Confusing Excuse- 30% inflicts Confusion, Psychic, 35 MP
Be Shiny- 15% inflicts Impaired: Blind, Earth, 4 MP
Imp's Aunt- (Pet, Demon, Darkness, Lv.3, 56,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier- x1)
Minimum Level- 3
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Fire Resistance, 50% Darkness Resistance, Demon Traits
Prime Attribute- Agility
Constant Effects-
Has a Famous Brimstone Cookie Recipe- Demons treat possessor as though possessor were worth 5,000 more Gold for purposes other than sale to the Shop, Constant Effect
Abilities-
Cruelly-Hooked Claws- # Damage, 3% inflicts Wounded, deals 1/2 damage, 2 hits against 1, Physical, 0 MP
Flame-Injection Stinger- # Damage, 5% inflicts Burning, 5% inflicts Stat Drain, Fire, # MP
Ignite- # Damage, 1% inflicts Burning, Fire, # MP
Scheme- +# AGI, +# MIN, +# SPI, +# MP, affects caster only, stacks 5 times, Darkness, # MP
Loudly Harangue- # MP Damage, # MIN Damage, 5% inflicts Fatigued, 5% inflicts Stat Drain: MIN Drain, Psychic & Air, # MP
2 Laser-Bloom Flower- (Pet, Plant, Light, Lv.15, 5,000,000 Gold)
HP- 95,000
MP- 70,000
STR- 1,500
AGI- 1,150
CON- 1,500
MIN- 1,450
SPI- 1,650
XP- 0
XP Needed- 50,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- 1,450, +1,540 against Light
Defense against Stat Damage- 75
Critical Chance- 17%
Resilience- 14%
To Hit- 118%
Dodge- 17%
Resistances and Immunities- 90% Light Resistance, 50% Earth Resistance, 50% Fire Resistance, 100% Darkness Weakness, Fatigued Immunity
Prime Attribute- Spirit
Constant Effects-
Botanist Affinity- Possessor gains +900 to all stats if possessor has an ally with the ability 'Botanist', Constant Effect
Abilities-
Bloom Ray- 5,000 Damage, 15% inflicts Impaired: Blind, Light, 0 MP
Photosynthesis- 15,000 Damage, Heals HP and MP, affects caster only, Light or Earth or Light & Earth, 0 MP
Wide Blast- 3,500 Damage, 10% inflicts Awestruck, 1 hit against 3, Light, 3,000 MP
2 Lesser Treant- (Pet, Plant, Earth, Lv.20, 10,000,000 Gold)
HP- 165,000
MP- 130,000
STR- 2,400
AGI- 1,500
CON- 2,150
MIN- 1,920
SPI- 1,990
XP- 0
XP Needed- 95,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- 2,050, +2,150 against Earth, +2,150 against Psychic, +2,150 against Water, +2,150 against Air
Defense against Stat Damage- 150
Critical Chance- 21%
Resilience- 23%
To Hit- 118%
Dodge- 12%
Resistances and Immunities- 70% Earth Resistance, 50% Water Resistance, 50% Physical Resistance, 50% Fire Weakness, 50% Destruction Weakness, Impaired Immunity
Prime Attribute- Strength
Constant Effects-
Guardian of the Forest- All allied Plants gain +500 Defense, all allied Animals gain 250 Defense, stacks 200 times, Constant Effect
Photosynthesis- Possessor regenerates 2,500 HP and 25,000 MP while in a Zone of Earth, in a Zone of Light, or in a type of terrain or phantom terrain that is some sort of forest that does not have the word 'Dark', 'Shadow', or 'Haunted' in its name, Constant Effect
Abilities-
Fist of Wood- 6,500 Damage, 175% inflicts Fatigued: Stun, Physical or Earth, 0 MP
Restore Plants- 21,000 Damage, Heals, Deals 5x normal damage when only healing and providing positive effects, only affects Plants, Earth or Life, 0 MP
Gather Mana- 10,000 Damage, Deals MP Damage, Heals, affects caster only, Magic or Air, 0 MP
Strength of the Forest- +400 STR, +400 CON, +400 HP, stacks 20 times, Earth or Life, 10,000 MP
Ironwood- +1,000 Defense, only affects Plants, stacks 10 times, Earth, 9,500 MP
Liar- (Pet, Human, Psychic, Lv.1, 25,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Light Weakness, Human Traits
Prime Attribute- Mind
Constant Effects-
None
Abilities-
Lure Into Trap- # Damage, Physical & Psychic, 0 MP
Fib Like Crazy- Places a debuff on target that individuals below Level 5 must choose as the first debuff to remove from target when given the oppertunity to remove debuffs from target, Psychic & Darkness, # MP
Confusing Excuse- 20% inflicts Confusion, Psychic, # MP
Lion- (Pet, Animal, Air, Lv.1, 14,000 Gold)
HP- 426
MP- 90
STR- 45
AGI- 30
CON- 25
MIN- 14
SPI- 19
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 12
Defense against Stat Damage- 0
Critical Chance- 3%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- Confusion: Fear Immunity
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Claw- 68 Damage, Earth, 0 MP
Roar- 15% inflicts Confusion: Fear on targets of lower level, Air & Physical, 15 MP
Lion's Pride- +50 SPI, affects caster only, stacks 3 times, Fire & Light, 60 MP
Living Bouquet - (Pet, Plant, Light, Lv.2, 26,000 Gold)
HP- 750
MP- 300
STR- 16
AGI- 21
CON- 14
MIN- 15
SPI- 35
XP- 0
XP Needed- 2,500 (Standard Multiplier x1)
Minimum Level- 1
Defense- 10
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- 10% Light Resistance, 50% Darkness Weakness, Immune to Impaired
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Bouquet Beam- 140 Damage, Light, 0 MP
Blossom- +30 to all stats and +150 Damage to Bouquet Beam, stacks 5 times, Earth, 10 MP
Floral Dance- +40 to the stats of all Earth element or Plant allies, does not stack, lasts 400 rounds, Light & Earth, 60 MP
Marching Flower- (Pet, Plant, Light, Lv.1, 2,000 Gold)
HP- 21
MP- 65
STR- 4
AGI- 11
CON- 5
MIN- 6
SPI- 14
XP- 0
XP Needed- 500 (Standard Multiplier x0.5)
Minimum Level- 1
Defense- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- Impaired Immunity
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Spirited March- 2 Damage, Earth, 0 MP
Flower Sparkle- 16 Damage, Magic or Light, 0 MP
Seedlet- (Pet, Plant, Earth, Lv.1, 40 Gold)
HP- 3
MP- 1
STR- 1
AGI- 1
CON- 2
MIN- 1
SPI- 1
XP- 0
XP Needed- 100 (Standard Multiplier x0.1)
Minimum Level- 1
Defense- 1
Defense against Stat Damage- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 99%
Dodge- 2%
Resistances and Immunities- Impaired Immunity
Prime Attribute- Constitution
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Abilities-
Sprout a Bit- 1 Damage, 95% does no damage, Earth, 0 MP
Small Death Ash- (Pet, Plant, Darkness, Lv.4, 150,000 Gold)
HP- 6,500
MP- 5,000
STR- 170
AGI- 90
CON- 220
MIN- 130
SPI- 170
XP- 0
XP Needed- 7,500 (Standard Multiplier x1)
Minimum Level- 4
Defense- 400
Defense against Stat Damage- 1
Critical Chance- 4%
Resilience- 6%
To Hit- 102%
Dodge- 1%
Resistances and Immunities- 50% Darkness Resistance, 50% Fire Weakness, Impaired Immunity
Prime Attribute- Constitution
Constant Effects-
Tree of the Dead- Possessor gains +6,000 HP, Possessor's Undead allies gain +100 to all stats, Stacks 5 times, Constant Effect
Abilities-
Creepy Branch Scratch- 1,000 Damage, deals 1/4 damage, Darkness or Physical, 0 MP
Ashen Leaves- 3,000 Damage, Heals HP, only affects Undead, Darkness, 10 MP
Summon Zombies- Summons 2 Zombie from the Enemy List, Max 15 Summoned, Darkness, 50 MP
Spirit of Elements- (Pet, Spirit, Earth & Air & Fire & Water, Lv.1, 140,000 Gold)
HP- 2,400
MP- 3,600
STR- 40
AGI- 90
CON- 70
MIN- 160
SPI- 450
XP- 0
XP Needed- 5,000
Level Adjustment- +2
Defense- 100, +250 against Earth, +250 against Air, +250 against Fire, +250 against Water
Defense against Stat Damage- 20
Critical Chance- 1%
Resilience- 2%
To Hit- 101%
Dodge- 3%
Resistances and Immunities- 50% Earth Resistance, 50% Air Resistance, 50% Fire Resistance, 50% Water Resistance, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Call Upon the Elements- At the beginning of battle, this pet creates an effect that makes it so that everything responds as though Call Unto Air, Call Unto Earth, Call Unto Water, or Call Unto Fire has been cast, Constant Effect
Abilities-
Fire Blast- 300 Damage, Fire, 0 MP
Air Cone- 300 Damage, Air, 0 MP
Earth Slam- 300 Damage, Earth, 0 MP
Water Gush- 300 Damage, Water, 0 MP
Elemental Barrage- 700 Damage, 1 hit against 15, deals 1/15 damage, Earth & Air & Fire & Water, 200 MP
Spirit of the Whiskered Tortoise (Summoned)
Level 7
Spirit, Water & Magic
HP- 22,000
MP- 19,000
STR- 370
AGI- 110
CON- 450
MIN- 465
SPI- 405
XP- 0
Xp Needed- 22,500 (Standard Multiplier x 1.5)
Minimum Level- 7
Defense- 900, +1,800 Against Water, +1,800 against Magic, +1,800 against Light, +1,800 against Darkness
Defense against Stat Damage- 25
Critical Chance- 3%
Resilience- 13%
To Hit- 105%
Dodge- 2%
Resistances and Immunities- 50% Magic Resistance, 40% Water Resistance, 30% Light Resistance, 30% Darkness Resistance, 30% Electrical Resistance, 30% Earth Resistance, Immune to Pain, Confusion, Impaired, Hexed, Charm, Poison, and Diseased, Drowning Immunity
Prime Attribute- Strength
Constant Effects-
Aura of the Whiskered Tortoise- Possessor's allies who are Spirits gain +100 to all stats as a non-stacking buff, Constant Effect
Abilities-
Spiritual Tide- 750 Damage, 1 hit against 5, Water & Magic, 0 MP
Bolster Spirit- +100 to all stats, affects Spirits only, stacks 10 times, Water & Magic, 800 MP
Guard Spirit- +350 Defense, affects Spirits only, stacks 5 times, Earth & Physical & Magic, 1,000 MP
Wisdom of the Whiskered Tortoise- +150 MIN, affects Spirits only, stacks 15 times, 1 hit against 30, Magic & Water & Air, 1,500 MP
Transformations-
Lightning Form- (Transformation, Spirit Form, Electrical, 600,000 Gold)
Level 9
HP- 25,000
MP- 25,000
STR- 310
AGI- 600
CON- 480
MIN- 460
SPI- 600
XP- 0
XP Needed- 20,000 (Standard Multiplier x1)
Miniumum Level- 9
Defense- 750
Defense against Stat Damage- 15
Critical Chance- 13%
Resilience- 7%
To Hit- 111%
Dodge- 15%
Resistances and Immunities- 99% Electrical Resistance, 95% Physical Resistance, 90% Air Resistance, 90% Water Resistance, 100% Earth Weakness, 100% Magic Weakness, Absorbs Electrocuted, Immune to Pain, Deafened, and Diseased
Prime Attribute- Spirit or Agility
Constant Effects-
Lightning-Motion (Mystical)- Possessor may use either AGI or SPI as possessor's turn-order-determining stat, Constant Effect
Thunderous Defense- Any individual who conducts a hostile action against possessor takes 3,000 Flat Electrical element damage, Constant Efect
Abilities-
Lightning Bolt- 2,500 Damage, Electrical, 0 MP
Lightning Bolts- 2,000 Damage, 1 hit against 3, deals 5/6 damage, Electrical, 1,000 MP
Dance Amidst the Lightning- Caster gains +15% Dodge, may only be cast while in a Zone of Electrical, stacks 4 times, lasts 200 rounds, Electrical, 500 MP
Electrocuting Zap- 30% inflicts Electrocuted or inflicts Electrocuted on a willing target, Electrical, 200 MP
Gather Lightning- 5,000 Damage, Heals HP, Heals MP, Affects caster only, may only be cast while in a Zone of Electrical, Electrical, 0 MP
Sky-Pirate Cloudtech Warship- (Transformation, Vessel, Air, 98,000,000 Gold)
Level 45
HP- 59,000,000
MP- 6,000,000
STR- 24,500
AGI- 28,000
CON- 21,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 2,320,000 (Standard Multiplier x5)
Minimum Level- 45
Defense- 38,000
Defense against Stat Damage- 4,500
Critical Chance- 100%
Resilience- 200%
To Hit- 100%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 80% Air Resistance, 80% Ice Resistance, 40% Water Resistance, 20% Fire Weakness, 100% Psychic Weakness, 100% Unit Weakness, Minor Status Effect Immunity, 55% Moderate Status Effect Resistance, Suffocation Immunity, Drowning Immunity, Frozen Immunity
Prime Attribute- Agility
Constant Effects-
Sky Fortress Ship- Possessor gains the subtypes Vehicle and Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Corsair’ or 'Pirate' gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Sky Pirates are on a Boat!- Passengers of this vehicles whose name includes ‘Sky Pirate’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Sky Pirate Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- Possessor has a 50% of being cured of any negative effect from a source below Level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round, Constant Effect
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Air Cannons- 30,000 Damage, Inflicts Suffocation, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Air, 0 MP
Pressurized Ice Cannons- 40,000 Damage, Inflicts Wounded, 1 hit against 30, Ice, 0 MP
Mass Deploy- Caster deploys any number of passengers, Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +8,000 AGI instead if the terrain or phantom terrain is Sky or Cloud Kingdoms, affects caster only, stacks 5 times, Air, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from Earth element actions or sources provided said sources are below Level 50, affects caster only, does not stack, Air, 80,000 MP
Mist Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Air, 80,000 MP
Mass Shackle- Inflicts Paralysis, Inflicts Entombed: Incarcerated, 1 hit against 25, Physical, 100,000 MP
Take No Prisoners- Destroys target corpse, Darkness, 65,000 MP
Spirit of the Dead (Summoned)
Level 1
Spirit, Light & Darkness
HP- 250
MP- 300
STR- 4
AGI- 21
CON- 20
MIN- 23
SPI- 29
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 9
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 100%
Dodge- 2%
Resistances and Immunities- Immune to Physical, Minor Status Effect Immunity
Prime Attribute- Spirit
Constant Effects-
Spiritual Movement- Possessor's turn-order-determining stat is Spirit, Constant Effect
Abilities-
Touch Spirit- 35 Damage, 4 SPI Damage, Magic or Light or Darkness or Light & Darkness, 0 MP
Spirit Pulse- 20 Damage, 1 hit against 3, Light or Darkness or Light & Darkness, 15 MP
Depart- Caster exits the thread, Light or Darkness or Light & Darkness, 100 MP
Permanent Consumables-
Attunement Book: Illusionist- (Permanent Consumable, Grimoire, Illusion, 1 Charge, 10,000,000 Gold) Gives user 1 bonus week that can only be used for Illusionist abilities and the award ‘Has used X Attunement Book: Illusionist’, cannot be used if X would become greater than 5
Attunement Book: Wind Duke- (Permanent Consumable, Grimoire, Air, 1 Charge, 10,000,000 Gold) Gives user 1 bonus week that can only be used for Wind Duke abilities and the award ‘Has used X Attunement Book: Wind Duke’, cannot be used if X would become greater than 5
16 Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
60 Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
5 Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
Book of 'Radical' Medicine- (Permanent Consumable, Grimoire, Physical & Fire, 1 Charge, 10,000,000 Gold) Teaches user "Practitioner of 'Radical' Medicine" at the cost of 1,000,000 Gold
Book that Teaches Improved Mad Mixing- (Permanent Consumable, Grimoire, Acid & Psychic, 1 Charge, 10,000,000 Gold) Teaches user "Improved Mad Mixer" if user possesses the ability '"Mad Mixer" and spends 50,000,000 Gold
7 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
Element Realignment Liquid- (Permanent Consumable, Empowered Item, Earth & Air & Fire & Water & Light & Darkness & Magic & Physical & Psychic & Technology & Acid & Technology & Electrical, 1 Charge, 1,000,000 Gold) Target's element becomes any single base element
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
Sensei Dracula's First Text of Methods- (Permanent Consumable, Grimoire, Darkness & Physical, 1 Charge, 567,000 Gold) Teaches target Undead the ability Sensei Dracula's First Lesson
%Soul Blade Scabbard- (Permanent Consumable, Empowered Item, Magic & Life & Destruction, 1,500,000 Gold) Target willing player gains the ability "Soul-Blade Wielder"
2 Universal Protection Stone- (Permanent Consumable, Minor Artifact, 1 Charge, Universe, 10,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Universal Protection Stone"", Cannot be used if # is already 1 or greater
Weatherman Training Guide- (Permanent Consumable, Grimoire, Water & Air & Electrical, 2,000,000 Gold) Teaches the target the ability 'Weatherman'
Artifacts-
Tablets of the Seven Ancients- (Level 39, 4,141,320,000 XP, 39,360,000 XP Required, Standard Multiplier x12, Raised to x48 to bypass Level 39) (931,320,000 XP to 59) (4,141,320,000 XP for 59 -> 79)
Bow and Quiver of Sandora the Purifier- (Weaponx2 Aspect- Tablets of the Seven Ancients, Bow, Light & Air & Earth, X Gold) +140,000 Ranged Attack, 24% Air Resistance, 24% Earth Resistance, 24% Water Resistance, +140,000 AGI, +140,000 MIN, +130,000 SPI, Individuals below Level 42 cannot inflict negative status effects on possessor
Crystal Scepter of Lorindar the Keeper- (Weapon Aspect- Tablets of the Seven Ancients, Wand, Light & Magic, X Gold) +72,000 Magic Attack, 30% Magic Resistance, +65,000 MIN, +65,000 SPI, +140,000 Damage against Golems
Endless Book of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Book, Light & Magic, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 MIN, +140,000 damage against Demons
Energy Sword of Azith Ithorin- (Weapon Aspect- Tablets of the Seven Ancients, Sword, Light & Magic & Physical, X Gold) +72,008 Melee Attack, 21% Magic Resistance, +72,000 Defense, +60,000 STR, +40,000 AGI, +20,000 CON, 78% Critical, 178% To Hit, 90% inflicts Awestruck, Wielder’s allies gain +7,000 to all stats as an effect that stacks a max of 10 times
Eternal Stylus of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Other: Quill, Light & Magic & Water, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 SPI, all spells cost wielder 720,000 less MP to cast
Lifewood Stave of Isyra the Pure- (Weaponx2 Aspect- Tablets of the Seven Ancients, Staff, Light & Magic, X Gold) +60,000 Melee Attack, +120,000 Magic Attack, 30% Magic Resistance, Wielder regenerates 1,400,000 HP per turn, +70,000 SPI, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 45 or higher and that wielder’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
Midnight Bow of Noktha Mel- (Weaponx2 Aspect- Tablets of the Seven Ancients, Bow, Darkness, X Gold) +140,000 Ranged Attack, 100% inflicts Voidstruck, 78% Dodge
Molten Axe of Haraldor the Brave- (Weaponx2 Aspect- Tablets of the Seven Ancients, Axe, Light & Fire, X Gold) +155,000 Melee Attack, 30% Fire Resistance, +149,000 CON
Talismans of Yterrius the Spirit-Father- (Weapon Aspect- Tablets of the Seven Ancients, Deadly Item, Light, X Gold) +72,000 Magical Attack, +72,000 SPI, 80% inflicts Awestruck: Sealed
Azure Armor of Azith Ithorin- (Armor Aspect- Tablets of the Seven Ancients, Heavy Armor, Light & Magic & Physical, X Gold) +72,000 Defense, +72,000 SPI, 40% Darkness Resistance, 40% Physical Resistance, 50% Awestruck Resistance, 50% Voidstruck Resistance, Poison Immunity, Diseased Immunity, Hexed Immunity, 40% Magic Resistance, 50% Burning Resistance, Fatigued Immunity, Charm Immunity, 10% Confusion Immunity, 15% Demon Resistance, 15% Darkspawn Resistance, 15% Devil Resistance, +70,000 Magical Attack, 100% Resilience, Wearer is Immune to individuals below Level 20
Light-Drinking Robes of Noktha Mel- (Armor Aspect- Tablets of the Seven Ancients, Robe, Darkness, X Gold) +72,000 Defense, +72,000 AGI, 40% Darkness Resistance, Wearer Absorbs Light from sources below Level 20, Awestruck Immunity, Voidstruck Immunity, 78% Dodge
Moonlight Robes of Isyra the Pure- (Armor Aspect- Tablets of the Seven Ancients, Robes, Light & Magic, X Gold) +72,000 Defense, +72,000 Magical Attack, 40% Magic Resistance, +72,000 SPI, +72,000 MIN, Poison Immunity, Charm Immunity, Disease Immunity
Mystic Ward of Ibdier the Ward-Crafter- (Armor Aspect- Tablets of the Seven Ancients, Ward, Light & Warding, X Gold) +72,000 Defense, 30% Darkspawn Resistance, 40% Chaos Resistance, Wearer is Immune to individuals below Level 20
Shining Robes of Yterrius the Spirit-Father- (Armor Aspect- Tablets of the Seven Ancients, Robe, Light, X Gold) +72,000 Defense, +72,000 Magical Attack, +72,000 SPI, 40% Light Resistance, Wearer's Spirit allies gain +7,000 to all stats as a non-stacking effect
Burial Shroud of Kra-Vahtra the Twice-Reborn- (Accessory Aspect- Tablets of the Seven Ancients, Cloak, Light, X Gold) +72,000 Defense, Wearer may auto-resurrect up to twice per thread with half HP, half MP, and none of possessor’s previous buffs, debuffs, or status effects that disappeared on death (to a max of 15,000,000 each for HP and MP), with a 100% chance if killed by a source below Level 40, and 50% chance if killed by a source below Level 60, with this auto-resurrection chance coming at the start of the round after death in Arena Matches, Event Matches, and Special Matches, and occurring either immediately upon death or at the start of the next round after death in other instances
Guardian Cloak of Azith Ithorin- (Accessory Aspect- Tablets of the Seven Ancients, Cloak, Light & Magic & Air, X Gold) +72,000 Defense, 30% Magic Resistance, +70,000 AGI, +39% Dodge
Scrying Orb of Lorindar the Keeper- (Accessory Aspect- Tablets of the Seven Ancients, Magic Item, Light & Magic & Earth & Air, X Gold) Wielder may spend an action to scan a single target's stats, said action may not be countered by individuals below Level 40 and ignores the Immunities of individuals below Level 40
Tablets of the Seven Ancients- (Accessoryx3 Aspect- Tablets of the Seven Ancients, Holy Symbol, Light, X Gold) +210,000 Magical Attack, +210,000 Defense, +210,000 to all stats, 40% Light Resistance, 40% Darkness Resistance, 15% Darkspawn Resistance, This item gains the subtypes Magic Item and Tome
Tablets of the Five Awakened Ancients- (Accessoryx2 Aspect- Tablets of the Seven Ancients, Holy Symbol, Light, X Gold) +140,000 Magical Attack, +140,000 Defense, +140,000 to all stats, 30% Light Resistance, 30% Darkness Resistance, Fatigued Immunity, This item gains the subtypes Magic Item and Tome
Blessing of Varasagon the Unending- (Spell Aspect- Tablets of the Seven Ancients, Glyph Magic, Light, 20 MP, X Gold) +72,000 Magical Attack, Heals, Cures all debuffs and negative status effects from sources below Level 40
Ibdier the Ward-Crafter's Protection- (Spell Aspect- Tablets of the Seven Ancients, Abjuration, Light, 20 MP, X Gold) +7,000 Defense, target becomes Immune to individuals below Level 20, stacks 7 times
Judgment of Varasagon the Unending- (Spell Aspect- Tablets of the Seven Ancients, Glyph Magic, Light, 20 MP, X Gold) +72,000 Magical Attack, 1% inflicts Smited
Blessed Dust of Zakmotes the Gardener- (Consumable Aspect- Tablets of the Seven Ancients, Powder, Light & Earth, Unlimted Charges, X Gold) Target Plant gains +7,000 to all stats as a buff that stacks 7 times and is cured of all minor and moderate negative status effects and debuffs from sources below Level 40
Secret Formulas-
Secret Formula- Assault Teapot
Requires:
None
Consumes:
1 Tea Kettle
5 Elemental Air Blast
Produces:
Assault Teapot- (Weapon, Other: Teapot, Air & Water & Fire, 5,000,000 Gold) +5,000 Ranged Attack, 30% may inflict Burning, Drink consumables wielder uses deal 50,000 additional Damage
Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times
Secret Formula- BOOST! Cherry
Requires:
None
Consumes:
50 Cherry
1 Energy Mana Oil
1 Tall Metal Can
Produces:
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
Secret Formula- Brain Glue
Requires:
Mental Bowl
Level 20
'Doctor' OR 'Architect'
Consumes:
60 Glue
1 Treat Debuff
1 Biowarp
Produces:
Brain Glue- (Consumable, Medicine, Psychic & Physical, 1 Charge, 5,000,000 Gold) +5,000 MIN, Cures Confusion, Deals 500 Flat Psychic & Physical element MIN Healing, Cures Stat Drain: MIN Drain, Target gains Stat Drain: MIN Drain Immunity, Target gains +1,000 Defense against MIN Damage, does not stack
Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated
Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated
Secret Formula- Cuppa Joe
Requires:
1 Coffee Pot
1 Black Fine-Point Marker
Consumes:
1 Coffee Beans
1 Styrofoam Cup
1 Coffee Filter
1 Name Tag
Produces:
Cuppa Joe- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 5,000 Gold) +5 to all stats, 20% Inflicts Invigorated, target may choose to obtain a buff that causes target's name to change to 'Joe', lasts 25 rounds, stacks 3 times
Secret Formula- Dad's Weird Coffee That Has A Tie On The Mug
Requires:
None
Consumes:
1 Coffee
1 Necktie
Produces:
Dad's Weird Coffee That Has A Tie On The Mug- (Consumable, Drink, Technology & Water, 1 Charge, 900 Gold) +2 to all stats, 30% inflicts Elevated, 20% Inflicts Invigorated
Secret Formula- Demon's Scythe of Fire and Ice
Requires:
None
Consumes:
60 Coffee Beans
1 Demon's Ice Sickle
1 Demon’s Flaming Sickle
Produces:
Demon's Scythe of Fire and Ice- (Weaponx2, Scythe, Fire & Ice & Darkness, 1,900,000 Gold) +3,600 Melee Attack, +3,600 STR, +3,600 AGI, +3,600 SPI, Wielder's per-item Melee Attack bonus is doubled for this item if wielder is a Demon, 30% inflicts Burning, 30% inflicts Frozen, 30% inflicts Voidstruck, 30% inflicts Wounded, 45% Critical
Secret Formula- Dragon Master Roast
Requires:
1 Dragontech Coffee Pot
Consumes:
15 Expensive Coffee Beans
5 Force of Fire (2)
2 Ash Dragon's Gem
2 Core Dragon's Gem
1 Grid Dragon's Gem
50 Fire Mana Oil
Level 20
Produces:
Dragon Master Roast- (Consumable, Drink, Fire, 1 Charge, 15,000,000 Gold) +1,500 to all stats as a non-stacking bonus, Inflicts Invigorated, Inflicts Stat Boost: SPI Boost or Stat Boost: CON Boost, target is automatically cured of Frozen at the start of every round, lasts 500 rounds, This item's name counts as including 'Coffee'
Secret Formula- Marinated Evergarden Mushrooms
Requires:
None
Consumes:
3 Evergarden Farms Mushrooms
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Secret Formula- Marinated Evergarden Peppers
Requires:
None
Consumes:
2 Evergarden Farms Peppers
1 Evergarden Farms Hot Peppers
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater
Secret Formula- Mystic Figurine: Mirage Diamond Butterfly
Requires:
None
Consumes:
5 Mirage Diamond
Produces:
Mystic Figurine: Mirage Diamond Butterfly- (Consumable, Summoning Stone, Illusion, Unlimited Charges, 36,000,000 Gold) Up to 5 target individualsgains +25% Dodge for 1 round as a non-stacking buff, This action counts as being performed by a Level 60 Insect, This item's user must be Level 40 or greater
Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater
Secret Formula- Shadow City Roast
Requires:
1 Coffee Pot
Consumes:
5 Exotic Coffee Beans
5 Darkness Mana Oil
1 Ectoplasm
1 Sugar Cube
Produces:
Shadow City Roast- (Consumable, Drink, Darkness, 1 Charge, 5,000,000 Gold) +500 MIN, +500 AGI, 25% Darkness Resistance, 30% inflicts Invigorated, Stacks 10 times, this item's name counts as including 'Coffee'
Secret Formula- Storm of Spirits
Point Value- 5
Requires:
Shrine Maiden or Binder
Consumes:
80 Scroll of Intermediate Kami Types
20 Self-Sculpting Force
20 Thunderbird Plume
5 Eerily Accurate Weather Studio
5 Weeks in the Ability Shop (or bonus weeks)
Produces:
Storm of Spirits- (Spell, Spirit Magic, Light & Darkness & Air, 600,000 MP, 60,000,000 Gold) Caster attaches an effect to target zone, terrain, or phantom terrain that is either a Zone of Air or a Zone of Light or a Zone of Darkness or is a 'Sky' or is a 'Plains' or is a 'Blessed Ground' that summons a Spirit below Level 60 that is normally fightable for drops on the enemy list at the start of each round, that also prevents effects from opposing sources below Level 60 that are attached to said zone from summoning non-Spirits, with said effect stacking 20 times per zone and 40 times across all zones, Max 60 summoned, Has RP effects, Caster must be Level 20 or greater and must possess the ability 'Shrine Maiden'
Secret Formula- Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup
Requires:
1 Coffee Pot
1 Thermometer
3 Shot-Measure
Consumes:
1 Coffee Beans
1 Extra-Tall Coffee Cup
1 Coffee Filter
1 Hazelnut Extract
1 Skinny Milk
1 One-Percent Milk
2 Decaf Coffee
1 Whipped Cream
1 Dome Lid
Produces:
Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 6,000 Gold) +6 to all stats, 30% Inflicts Invigorated
Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
Secret Formula- The Roast With The Ghost
Requires:
1 Coffee Pot
Consumes:
5 Expensive Coffee Beans
2 Sphere of Necromantic Energy
20 Ectoplasm
1 Coffee Mug
Level 20
Produces:
The Roast With The Ghost- (Consumable, Drink, Darkness, 1 Charge, 6,000,000 Gold) +600 to all stats as a non-stacking bonus, Inflicts Invigorated, Target obtains a non-stacking buff that allows it to summon a single Ghost from the Enemy List at the start or end of a round, with said buff disappearing when said Ghost is summoned, Max 3 summoned
Secret Formula- Thousand-Stories Tea
Requires:
1 Tea Kettle
Consumes:
10 Empty Teacup
1 Ostracon
10 Web of Stories
10 Exotic Tea Leaves
1 Water
Produces:
Thousand-Stories Tea- (Consumable, Drink, Magic & Earth & Air & Water, 10 Charges, 4,000,000 Gold) +20,000 MP, +2,000 MIN, +1,000 SPI, Target gains 50% Entombed, Mindblasted, and Antimatter Resistance, stacks 5 times
Secret Formula- Ultrastrong Coffee
Requires:
1 Coffee Pot
Consumes:
3 Expensive Coffee Beans
5 Cordial of Increased Potency
1 Empty Mug
Produces:
Ultrastrong Coffee- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 3,000,000 Gold) +1,500 to all stats, 60% Inflicts Invigorated, does not stack
Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'
Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer
Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells
Awards-
May Enter the Stormkeeper's Estate as Though the Proper Quest Were Completed
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Eliminated in Round Two of the Brass Disc Tournament
First Person to Enter the Lands of Simmereth and Vyersnath in Over 3,000 Years
~Was Forcibly Taught Sigilspeak while on Noix (Mod Run World Award)
Trained Under Ryan the Bowling Wizard
Was involved in a Temporal Adventure in El Bazril
Has Beaten 29 Bosses in Boss Rush Mode
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
Donated to the Fairy Tale Construction Fund (Mod Run World Award)
Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "The Broken-Winged Dragon" Event Match
Bought an Egg at Walrusfest
Has Some Basic Practice Focusing Mana In Decorated Holiday Conditions
Listened to the Muttered Names of Sinners
Was Defeated and Consumed By Hadjbalaum, and, in the Process, Purified of Sins
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Knows about Gullroyal's Razors
Killed Aloysius Gullroyal the Illusionist on the Great Bone Dais of Broken Forms in the Outermost Layer of the Graveyard of Fiends that Never Were
Feels Indebted to Disc Traveller Adventures while on Disc 94
Chosen by the Seven Ancients
Studied the Chronicles of the Third Ascension (Prologues and First Chapter)
Participated In The Quest 'A Phonecall from Donna'
Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation
Has Reached Round 21 in an Endurance Match
Has Completed the First Holy Imperial Challenge of Power: Test of Wealth
Has Completed the Second Holy Imperial Challenge of Power: Test of Talent
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed the Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed the Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed the Seventh Holy Imperial Challenge of Power: Test of Essence
Has Completed the Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune
Has Completed the Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed the Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed the Twelfth Holy Imperial Challenge of Power: Test of Options
Learned the Dragon Master Roast Formula From Carl
Learned the The Roast With The Ghost Formula From Vivian
Learned the Cuppa Joe Formula From Carl
Learned the Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup Formula from Carl
Learned the Brain Glue Formula from Doctor Toad
Learned the Ultrastrong Coffee Formula from Carl
Learned the Shadow City Roast Formula from Vivian
Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Dad's Weird Coffee That Has A Tie On The Mug Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Demon's Scythe of Fire and Ice Formula from Forgemaster Themannon
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Thousand-Stories Tea Formula from Larry
Learned the Assault Teapot Formula from Larry
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Mirage Diamond Butterfly Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the BOOST! Cherry Formula from Carl
Has Completed 20 Frequent Formula Tasks
Defeated Nega-Cael in an Arena Match
Has Completed the Mini Quest 'Trial of Versatility'
Has Saved Stopped the Menhir of Ooze for the Society of Magical Inquiry
250 Society of Magical Inquiry Reputation Points
Has Saved Imbelsberg from the Bluewar Ministry
Has Saved the Sea of Lindric Grass from the Bluewar Ministry
Saved a Bank From the Traps of Hank S. Mayor in the "The Deadly Bank"
Woke Up 5 Additional Ancients
Expanded the Seven Ancients Pantheon to Include 12 Ancients
Was in the Walrusfest Secret Santa
Successfully guessed his Secret Santa
Provided the Stormkeeper with Storm Samples and Information from the Events of the Fourth Ascension
'Defeated Noel'
Has Won the "Evergarden Defense Test" Event Match
Has Won the "Surprise in the Gift Shop" Event Match
Killed Blodwig and Dorog on Noix
Lost a Battle Against Nazril, High Warlock of Roriana that Incerated the Town of Elkie and Most of the Immediate Countryside On Noix
Defeated By The Cardmaster In The Darkness Branch Of The Eight Arm Dungeon On Noix And Trapped Forever In The Realms Of Shadow (Until They Respawned Several Hours Later)
Tasked to Change by the Light in the Darkness (Mod-Run World Award)
Laid the Spirits of the Great Khan's Enemies to Rest
Giver of Gifts at Walrusfest
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Has Reached Round 41 in an Endurance Match
Has Completed the Eighth Holy Imperial Challenge of Power: Test of Leadership
Responsible for Trish Manakagram's Rise to Local Prominence on Indrasena-un-Sesamara
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the 'Seizing the Center' Event Match
Resurrected Doc Blendy
Resurrected Littrya Damachastle
Resurrected Constable General Dorian Cort
Triggered the Nexus Vampire War
Caused Larry Phibbens to Unwillingly Become Manager of Walrusland, the Walrus-Themed Themepark that Now Occupies Half His Homeworld
Caused Mirian Tallyn to be Resurrected
Has No Idea How Many Secret Recording Devices a Now-Mad Infomancer has Placed On Him
Went Temporarily Insane at Walrusfest Due to a Snooping Attempt Gone Horribly Wrong
Delivered Toys on Walrusfest
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Fourth Holy Imperial Challenge of Glory: Test of War"
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Ninth Holy Imperial Challenge of Glory: Test of Bloodshed"
Has Completed the Task "Tenth Holy Imperial Challenge of Glory: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Has Used 10 Manual of A Thousand Arts
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Used 5 Attunement Book: Analyst of the Absolute
Has Used 5 Attunement Book: Radiant Hierophant
Has Consumed 5 Superior Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Unbound Guru
Has Consumed 5 Improved Essence Sphere: Unbound Guru
Has Consumed 5 Greater Essence Sphere: Unbound Guru
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Archer
Has Consumed 5 Improved Essence Sphere: Archer
Has Consumed 5 Greater Essence Sphere: Archer
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Greater Essence Sphere: Astromancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Greater Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Greater Essence Sphere: Guardian
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Magus
Has Consumed 5 Improved Essence Sphere: Magus
Has Consumed 5 Greater Essence Sphere: Magus
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Skykeeper
Has Consumed 5 Improved Essence Sphere: Skykeeper
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Superior Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Used 5 Attunement Book: Abjurer
Has Used 5 Attunement Book: Arcane Vizier
Has Used 5 Attunement Book: Astromancer
Has Used 5 Attunement Book: Bard
Has Used 5 Attunement Book: Blazing Sultan
Has Used 5 Attunement Book: Caliph of Corrosion
Has Used 5 Attunement Book: Channeler
Has Used 5 Attunement Book: Commander
Has Used 5 Attunement Book: Countess of Power
Has Used 5 Attunement Book: Diviner
Has Used 5 Attunement Book: Druid
Has Used 5 Attunement Book: Ebon Chancellor
Has Used 5 Attunement Book: Elementalist
Has Used 5 Attunement Book: Enchanter
Has Used 5 Attunement Book: Eternal Champion
Has Used 5 Attunement Book: Geomancer
Has Used 5 Attunement Book: Healer
Has Used 5 Attunement Book: Heir to the Future
Has Used 5 Attunement Book: Illusionist
Has Used 5 Attunement Book: Kinetic Emperor
Has Used 5 Attunement Book: Mind Lord
Has Used 5 Attunement Book: Mountain King
Has Used 5 Attunement Book: Ocean Prince
Has Used 5 Attunement Book: Priest
Has Used 5 Attunement Book: Scientist
Has Used 5 Attunement Book: Shrine Maiden
Has Used 5 Attunement Book: Snow Queen
Has Used 5 Attunement Book: Summoner
Has Used 5 Attunement Book: Thunder Czar
Has Used 5 Attunement Book: Veilwalker
Has Used 5 Attunement Book: Wanderer
Has Used 5 Attunement Book: Wind Duke
Has Used 5 Attunement Book: Wizard
Has Used 12 Grandmaster's Texts
Has Consumed 5 Essence Sphere: Archsmith of Metal
Has Consumed 5 Improved Essence Sphere: Archsmith of Metal
Has Consumed 5 Greater Essence Sphere: Archsmith of Metal
Has Consumed 5 Essence Sphere: Lord of Trees
Has Consumed 5 Improved Essence Sphere: Lord of Trees
Has Consumed 5 Greater Essence Sphere: Lord of Trees
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Used 5 Attunment Book: Mentalist
Fortunes:
* Cael will be helped by preparing lists of anagrams for actions he wishes to perform.
* Cael and Doctor Toad discussing a patient outside a sealed room in a hospital