Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
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Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
This quest ran from Aug 06, 2016 to May 11, 2017.
Originally posted by Aeromage
Tolva's feelings are mixed. On the one hand, he got a lot of really nice stuff, including two incredibly powerful World Arts on his last excursion to Dol-Quorsis. This calls for a celebration.
On the other, the sudden reminder that he can't save anymore and the resultant anxiety-driven rush back to Nexus left him somewhat humiliated (not to mention frustrated at forgetting to grab all those other things he wanted to check out on the way). This calls for suppressing it and trying to forget all about it.
Fortunately, the right way to deal with both situations (as far as he's concerned) is to get utterly, paralytically drunk somewhere on lucky booze and then hit the casino for a night of minigames and potentially a shot at those mysterious and tempting-sounding high-token-cost items he saw last time.
Of course, this requires finding a place to get the right level of plastered first, which means hitting the Tavern. Tolva stomps on in and heads for whichever room seems friendliest to his mind with a suitably low or nonexistant human population (holy types, of course, being an utter dealbreaker). But not the Appliance one. Doc Blendy might make some potent drinks, but Tolva doesn't feel like downing things made for washing machines again. At least, not this time. Even if he did somehow end up convincing a bunch of dishwashers to go on an epic quest to do whatever the hell it was they were doing.
Tolva Jofr (Aeromage)
Level 59
Demon, Energy
HP- 30,000
MP- 7,375
STR - 1,515 (17) (Burly, Phrantoglaabic, Bregamol Bonus)
AGI - 310 (5) (Bregamol Bonus)
CON - 1,195 (16) (Burly,Bregamol Bonus)
MIN - 360 (5) (Murlakro, Bregamol Bonus)
SPI - 1,215 (17) (Bregamol Bonus)
SAN - 472
INF - 295
RES - 295
XP- 50,000,000
Fame- 32
Gold- 200,000,000
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
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
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 Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic 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 Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, 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 Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff
-Architect-
Building It My Way- (Technique Ability, Architect) Possessor may use 'Building It My Way' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has created more seperate Zones, Terrains, Phantom Terrains, and Battlespaces that currently exist (in any battlespace in the same battle), than any other individual currently in the same battle. Said action attaches a non-stacking effect to all Zones, Terrains, Phantom Terrains, and Battlespaces that it creates that makes entities below Level 80 that are not its creator that are not 15 or more Levels greater than their creator unable to destroy or remove them (or destroy or remove it).
World Artisan's Unbound Self-Reshaping Power- (Passive Ability, Architect) While possessor is in 'Dol-Quorsii World-Artisan Mode', bonuses possessor obtains from having a particular World Art set as possessor's Active World Art are uncapped
-Artificer-
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Blinding Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
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
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.
-Beastmaster-
Advanced Roaring Technique- (Passive Ability, Beastmaster) Possessor's Sonic element actions that possess a chance of inflicting Confusion: Fear have said chance increased by 15%
Alternate Costume: Cerberus Tolva- (Stance Ability, Beastmaster) Possessor gains the subtypes Animal & Monster, Possessor gains two additional actions per round if possessor possesses no allies in any battlespace, Possessor cannot summon, Possessor's Base Spirit is reduced by 5, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Chibi-Lion Tolva- (Stance Ability, Beastmaster) Possessor gains the subtype Animal, Possessor counts as having two additional Physical-element Fist Weapon weapons equipped, Possessor's chances of inflicting Charm and Wounded are increased by 30%, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Transdimensional Zebra Flesh- (Passive Ability, Beastmaster) If possessor is an Animal or Outsider and is Level 35 or greater, possessor gains +9,000 STR, +7,000 CON, +9,000 SPI, and 70% Dodge
-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
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
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
-Biomancer-
Phrantoglaabic Muscle- (Passive Ability, Biomancer) Possessor gains +200 Unmodified STR
-Blazing Sultan-
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
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 Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic 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
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
-Blessing-
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
Dol-Quorsii World-Artisan Mode- (Passive Ability, Blessing) Possessor may choose at the beginning of a standard battle thread as an effect that is not a buff to enter 'Dol-Quorsii World-Artisan Mode' as a battlesystem, While possessor has said battlesystem active (and assuming nothing else opposes another battlesystem that is not the standard system on possessor), possessor may not cast spells, cannot use consumables, obtains no effect from abilities that come from pet-based, spell-based, transformation-based, or element-based classes, May maintain 0 World-Artisan's Transmutations, May not equip weapons of subtypes that possessor does not possesses Dol-Quorsii Weapon Proficiency Ratings for, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is F multiplied by .1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is E multiplied by .25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is D multiplied by .5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is C multiplied by 1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is B multiplied by 1.1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is A multiplied by 1.25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is S multiplied by 1.5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is SS multiplied by 2, does not suffer attack bonus caps on one equipped weapon, has equipment slots replaced with 1 Weapon slot, 1 Armor slot, 4 Bioaugmenation slots, and 1 (Trinket or Magic Item) slot, may not equip items that are not in said aforementioned slots, and may not summon
Dol-Quorsii Weapon Proficiency Ratings wrote:Assault Matrix: D
Axe: A
Book: D
Hammer: C
Instrument: C
Knife: B
Soul: S
Staff: F
Sword: D
Throwing Weapon: F
Whip: B
Is Better Than Before- (Passive Ability, Blessing) +5,000 to all stats
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
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 combatable on the enemy list that is neither Elite nor a Boss.
-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
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 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
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Understanding of Theoretical Power Assumption- (Passive Ability, Channeler) Possessor gains +300 to all stats and +5,000 MP if any other individual is in the same battle as possessor
-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
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
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
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
-Countess of Power-
Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
-Crafter-
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Ogre Hammermaster's Battle-Pounding War-Stance- (Stance Ability, Crusher) Possessor may wield Weaponx2 Hammers as though they were Weaponx1 Hammers, Possessor's equipped Weaponx2 Hammers gain +1,200 additional Melee Attack
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Stone Smash- (Technique Ability, Crusher) Possessor may use 'Stone Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense
-Dancer-
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
-Demonologist-
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
-Diabolist-
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All Demon Magic spells cost possessor 500 less MP to cast
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast
-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
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
-Dominator-
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Deft Lash- (Technique Ability, Dominator) Possessor may use 'Deft Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +5% To Hit.
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
-Ebon Chancellor-
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
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 Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of 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
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
-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
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: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips
-Enslaver-
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped 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 Soul
Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Artifical Array-Core- (Passive Ability, Enslaver) Possessor counts Robot, Machine, and Clockwork as Soul-Array-Approved subtypes
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Cheery Command- (Technique Ability, Enslaver) Possessor may use 'Cheery Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Hope element.
Cheeseburger Array- (Passive Ability, Enslaver) Whenever possessor performs a 'Soul Array' action, possessor creates 1 temporary 'Cheeseburger'
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Crisis Overcrash: Thousand Faces of Fury- (Technique Ability, Enslaver) Possessor may use 'Crisis Overcrash: Thousand Faces of Fury' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or Overcrash is being used, possessor has not previously acted during the round, and possessor has a Soul equipped. Said action replicates one action performable by each entity in its possessor's Soul Array as though a copy of said entity performed it; said action's possessor then gains a number of actions within this Overcrash-using-action equal to the number of such applications replicated divided by five, rounded down, to a max number of actions gained equal to the number of Stance abilities its performer possesses whose name includes 'Alternate Costume', with its performer exiting all stances and then immediately entering a stance whose name includes 'Alternate Costume' that has not been previously been entered through this ability's effect during the round, with none of these inner-action actions being able to cancel the original action that generated them or stop it from setting its user's MP to 0, with any effect that would cause such to be avoided, such as the round ending or the battle ending, instead having said setting of MP to 0 occur immediately before it and ending all such sub-action actions as well as the original action after it occurs. After performing said action, said action's performer cannot perform additional actions during the round. No action generated by this action or replicated by this action may summon or give individuals actions. No entity in this action's performer's Soul Array may be used as the base of replicating more than once action within the action involving this ability. Said action and its sub-actions may not be countered, save via Overcrashes. Said action sets its user's MP to 0 for the remainder of the thread.
Dangerous Soul Use- (Passive Ability, Enslaver) Possessor gains +1% Critical when a Soul is equipped
Deadly Soul Array Use- (Passive Ability, Enslaver) Possessor increases the Damage values of entities' abilities that are being replicated by possessor's 'Soul Array' ability by 45,000 points and increases their minor and moderate status effect infliction chances by 5%
Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dual Soul-Wielding- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has two Souls or a Soul that is a Weaponx2 equipped
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul 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.
Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Hopeful Command- (Technique Ability, Enslaver) Possessor may use 'Hopeful Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Human-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Improved Hexing Command- (Passive Ability, Enslaver) Possessor's 'Hexing Command' technique has its chance of inflicting Hexed increased to 30%
Magical Command- (Technique Ability, Enslaver) Possessor may use 'Magical Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Materialize Shapes of the Fallen- (Technique Ability, Enslaver) Possessor may use 'Materialize Shapes of the Fallen' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor has a Soul equipped. Said action may count as coming from a source that is solely the subtypes possessed by any one entity killed by possessor during the current thread (provided that said entity possessed only base subtypes), should such an entity exist
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Shield of Wailing Souls- (Stance Ability, Enslaver) Possessor's equipped Souls provide a Defense bonus equal to the Magical Attack bonus they provide and gain the subtype Aura
Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Sorcerous Command- (Technique Ability, Enslaver) Possessor may use 'Sorcerous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Soul Array- (Passive/Active Ability, Enslaver) Possessor possesses a Soul Array, which possesses a Soul Capacity of 5, Possessor may, at the end of a battle in which possessor killed at least one non-summon of a type of enemy that is Level 19 or lower that possesses only subtypes that are considered Soul-Array-Approved subtypes by possessor that is normally fightable for drops on the Enemy List for drops that successfully drops XP for possessor, select one such enemy to place in one of possessor's Soul Array slots, with newly selected entries being able to override previous entries should possessor desire such, Possessor may spend an action to replicate an action performable by one of the enemies in possessor's Soul Array as though a copy of said entity performed said action, Possessor's counts Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon as Soul-Array-Approved subtypes
Soul Array Combat Expansion- (Passive Ability, Enslaver) Possessor counts as having an additional Soul equipped for each of possessor's Soul Array slots that is filled; Possessor obtains +500 to all stats for each of possessor's Soul Array slots that is filled
Soul Array Expansion 1- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Soul Array Expansion (Special)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Soul Array Upgrade A- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 39 or lower
Soul Array Upgrade B- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 59 or lower
Soul-Based Emotion Transfer- (Passive Ability, Enslaver) If possessor is afflicted with Confusion: Enraged, Confusion: Berserk, Confusion: Depression, Charm: Lovestruck, Charm: Lust, Confusion: Fear, or Confusion: Overwhelmed by Laughter, possessor's offensive actions that involve an attack bonus provided by at least one of possessor's equipped Soul weapons may gain a 30% chance of inflicting one of the above conditons that possessor is afflicted with, and, should such an action inflict such an effect on at least one of its targets that is not possessor, possessor may choose to be cured of said affliction instance
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Spirit-Damaging Soul Wielding- (Passive Ability, Enslaver) Possessor's attacks that incorporate the attack bonus of at least one equipped Soul may deal 250 Spirit Damage
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Torrent of Souls- (Technique Ability, Enslaver) Possessor may use 'Torrent of Souls' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as possessor possesses a Soul Array with at least one non-unique entity in it, possessor has a Soul equipped, and no other technique is used. Said action, at the end of the action, removes up to 5 non-unique entities from its performer's Soul Array and then replicates one action performable by each such entity as though a copy of said entity performed it.
Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
World Art: A Thousand Unborn Paper Cranes- (Technique Ability, Enslaver) Possessor may use 'World Art: A Thousand Unborn Paper Cranes' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'A Thousand Unborn Paper Cranes', gains +39,000 Magical Attack, gains '1 hit against 1,000', and gains '100% may inflict Wounded: Bleeding and/or Pain'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'A Thousand Unborn Paper Cranes', its possessor gains +30,000 AGI, 60% Dodge, 70% Critical, the subtype Aerial, +30,000 Ranged Attack, +30,000 Magical Attack, and +30% Critical, said individual may add the element Air and/or the element Physical to any of its attacks or actions, said individual, if in an Encounter Area, may choose, whenever an entity below Level 60 would be summoned from that area's encounter table, up to 5 times per round, to instead prevent said summoning and deal 600,000 Flat Air & Physical element Damage to up to 1,000 targets, and summons opposing said individual that are below Level 60 have a 50% chance of not being successfully summoned.
World Art: Crystal Cosmos Command- (Technique Ability, Enslaver) Possessor may use 'World Art: Crystal Cosmos Command' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Crystal Cosmos Command', gains +200,000 Magical Attack, gains the elements Crystal (2) and Astral, gains '1 hit against 10,000,000', and gains '30% inflicts Dominion on targets that are not 20 or more Levels greater than performer'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Crystal Cosmos Command', its possessor gains +200,000 SPI, +180,000 MIN, 30% Crystal (2) Resistance, 30% Astral Resistance, the subtypes Golem and Magic Being, +200,000 Magical Attack, and '5% inflicts Dominion', said individual may add the element Crystal (2) and/or Astral to any of its attacks or actions, and becomes Immune to Dominion from lower-Level sources below Level 90.
World Art: Demon Master's Foul Dominion- (Technique Ability, Enslaver) Possessor may use 'World Art: Demon Master's Foul Dominion' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Snipe' action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Demon Master's Foul Dominion', gains +100,000 Magical Attack, +100,000 Melee Attack, and +100,000 Ranged Attack, gains the element Darkness, gains '2 hit against 2,000,000', and gains '30% inflicts Smitten: Great Atrocity'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Demon Master's Foul Dominion', its possessor gains +100,000 to all stats, +100,000 Magical Attack, Melee Attack, and Ranged Attack, 40% Darkness Resistance, the subtypes Demon and Outsider, and '15% inflicts Smitten: Great Atrocity'
World Art: Malice of the Grave-Scaled City- (Technique Ability, Enslaver) Possessor may use 'World Art: Malice of the Grave-Scaled City' in conjunction with a 'Melee Overdrive' action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'Malice of the Grave-Scaled City', gains +45,000 Melee Attack, gains '100% inflicts Fear', gains '100% inflicts Fatigued: Stun', and may not be countered by non-Undead below Level 60; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Malice of the Grave-Scaled City', its possessor gains +40,000 CON, +36,000 STR, +36,000 Defense, the subtype Undead, and may, when targeted with a counter, but before said counter generates any attacks, choose to gain the subtype Large Structure as a non-stacking buff until the end of the round, and, if hit by any hit generated by an attack that is part of such a counter in response to which said buff was gained, may choose to summon up to 2 Undead of lower Level that are below Level 60, with a max of 40 such Undead summoned.
Zealous Command- (Technique Ability, Enslaver) Possessor may use 'Zealous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
-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 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
-Force Mage-
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
-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
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
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
-Heir to the Future-
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
-Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
-Kinetic Emperor-
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
-Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 20% Charm Resistance
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Offensive Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 50 points
Offensive Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 500 points
-Mentalist-
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 Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
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
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
-Merchant-
Alternate Costume: Bascaradine-Advertising Sandwich-Signboard Tolva- (Stance Ability, Merchant) Possessor's element becomes Technology, Possessor gains 5% additional Gold (to a max of 1,000,000 additional Gold per thread) from standard battles and random quests.
Alternate Costume: Ritzy Duds Tolva- (Stance Ability, Merchant) Possessor counts as possessing 50,000,000 additional Gold for purposes of effects that check how much Gold possessor has, Possessor gains the element Wealth, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
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
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
-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
Alternate Costume: Fig Leaf Tolva- (Stance Ability, Monk) Possessor counts having no armor equipped for purposes of Unarmed Technique spells and Monk abilities, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Luchador Tolva- (Stance Ability, Monk) Possessor's element becomes Physical, Possessor deals (Possessor Level * 2,500) additional Damage with Damage-dealing attacks that involve the casting of Unarmed Technique spells, Possessor counts as wearing an additional Physical element Clothes and an additional Physical element Mask, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 7, Possessor's Base Constitution is increased by 3, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Inconsiderate Bodyslam Maneuver- (Technique Ability, Monk) Possessor may use 'Inconsiderate Bodyslam Maneuver' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +75 Melee Attack, gains a 25% chance of inflicting Confusion: Stun, may move targets below Level 40 to a different row of its caster's choice in the same row-order formation, and gains a 50% chance of inflicting Confusion: Enraged.
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
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
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
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Without Physical Needs- (Passive Ability, Monk) Possessor gains Fatigued: Drowsy, Fatigued: Starvation, and Fatigued: Dehydration Immunity
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Bat Fights Within the Night- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor gains Impaired: Blind Immunity.
Bat Style- (Stance Ability, Monk) Possessor gains +500 SPI and +5% To Hit.
Bat Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Soul while in 'Bat Style' stance. Possessor may use Techniques that require possessor be in 'Bat Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Soul. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Soul and in 'Bat Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Soul and is in 'Bat Style' stance. Possessor counts as possessing 8 additional Enslaver abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bat Style'.
Ears of Bat- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor obtains +15% To Hit and +15% Dodge.
Enemy-Locating Shout- (Technique Ability, Monk) Possessor may use 'Enemy-Locating Shout' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +15% To Hit and provides its possessor with +15% To Hit against opponents of its performer as a non-stacking buff, with said buff ceasing to apply against particular individuals as soon as they act.
Nocturnal Predator's Claw- (Technique Ability, Monk) Possessor may use 'Nocturnal Predator's Claw' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +500 Melee Attack and ignores To Hit penalties on its performer that come from debuffs from sources below Level 40.
-Mountain King-
Apprentice Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
-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 Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
-Scholar-
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
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 Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
-Scientist-
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
-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
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 Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
-Smith-
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
-Snow Queen-
Apprentice Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 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.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
-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 Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
I'm Not Touching You Battle-Chant- (Technique Ability, Thief) Possessor may use 'I'm Not Touching You Battle-Chant' in conjunction with a 'Cast a Spell', 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has dealt more total Damage outside of actions to opposing entities throughout the course of the the same thread than any other individual currently in the same battle. Said action, provided that it does not target any opponents, gives its caster a buff that, when removed, has a 200% chance of inflicting Confusion: Berserk on all opposing entities that its possessor dealt Damage to outside of actions during the round before it is lost in said manner.
Pirate- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
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
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
-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 Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Coughdrop-Essence-Infused Throat- (Passive Ability, Transmuter) Possessor gains 50% Impaired: Mute Resistance
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
-Unbowed Berserker-
Apprentice Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats for each Fury element item equipped, Possessor's Fury element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +100 to all stats
Apprentice Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fury's Dominion- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fury
Basic Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +50 to all stats
Basic Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 Defense against Fury
Basic Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to all stats if Fury element
Basic Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +10 to all stats
Basic Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Deployable RAGE ROCKETS!- (Passive Ability, Other: Unbowed Berserker) If possessor if Fury element, possessor's turn-order-determining stat sum is increased by 500 points for turn-order-determining purposes while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Fury Manipulation- (Passive Ability, Other: Unbowed Berserker) Possessor may choose one of the following at the beginning of each round if Fury element: Create a Zone of Fury, Remove a Zone of Fury created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fury by either possessor or a source below Level 20, Add Fury 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 Fury element on a Fury element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fury, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fury, 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 Fury element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fury to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fury, 5% Fury Resistance, or +50 Defense against Fury and 1% Fury Resistance until the end of the round as a non-stacking buff
GET OUT OF MY HEAD!- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, if an individual of lower Level would inflict Charm on possessor, possessor is instead not afflicted with Charm and deals 300,000 Flat Fury element Damage to said source
Improved Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +250 to all stats
Improved Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may choose, at the beginning of a thread, to become solely Fury element
Unbowed Berserker- (Passive Ability, Other: Unbowed Berserker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fury Resistance, Possessor ignores Fury Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unfaltering Furious Offense Stance- (Stance Ability, Other: Unbowed Berserker) If possessor is Fury element and in this stance, whenever a Constant Effect, Passive Ability, or buff present on an opponent of possessor would deal Damage to possessor because possessor conducted an attack or offensive action that targeted them, said quantity of Damage is reduced by 300,000 points
Uplifted By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fury
-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
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI 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
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
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
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
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
Mid-Range (City-Ranged) 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 and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
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
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Eerie Spell- (Technique Ability, Warlock) Possessor may use 'Eerie Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Necromancy or Dark Magic spell is cast. Said action gains a 50% chance of inflicting Confusion: Fear and a 75% chance of inflicting Confusion: Fear: Disconcerted.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
-Warrior-
Alternate Costume: Nexus Games Champion Tolva- (Stance Ability, Warrior) Possessor's Base stats are increased by 1 if possessor's Fame is higher than that of any other individual in the same battlespace, Possessor's Fame is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Improved Fortitude- (Passive Ability, Warrior) +80 CON, 20% Poison Resistance, 15% Stat Drain: CON Drain Resistance, 5% Disease Resistance
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
-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 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
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
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
-Misc-
Alternate Costume: Pirate Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor's Vessel transformations have their stats raised by (250 * Possessor Level), Possessor counts as wearing an additional Water element Clothes and an additional Water element Hat, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 3, Possessor's Base Agility is increased by 2, Possessor's Base Constitution is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Ate Empowered Sugar Stars- (Passive Ability, Permanent Item Effect) Possessor obtains +4,500 MP, This ability may not be used in combos.
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Internalized Weapon-Crystal: Axe- (Passive Ability, Ravager) Possessor's Dol-Quorsii Weapon Proficiency Rating for Axe increases to A
Phone In The Bros- (Technique Ability, Summoner) Possessor may use 'Phone In The Bros' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has more summons present than any other individual currently in the same battle. Said action has summon caps involved in it increased from 200 to 250 (provided they are already 200 and not being able to increase them above 250) as a buff that stacks 3 times that sits on the summoner that said caps are the caps for, and gives all summons summoned through it +16,000 STR as a non-stacking buff.
Pro At Making Chutney- (Passive Ability, Chef) Possessor counts as having the abilities 'Chef' and 'Adept Chef Proficiency' when using any Secret Formulas that include the word "Chutney"
Resistant Costumes- (Passive Ability, Spy) If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements
Thunderbird's Prophet- (Passive Ability, Shaman) Possessor deals 10,000,000 additional Damage with 'Thunderbird's Plume' consumables to bosses
Wreath of Purity- (Technique Ability, Healer) Possessor may use 'Wreath of Purity' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater sum total of different Resistances (not counting Immunities and only counting Resistances that do not only exist during certain conditionals) than any other individual currently in the same battle. Said action attaches a non-stacking buff to its performer that increases its performer's already-existing Resistances to Tier 1 and 2 elements, minor status effects (including sub-status effects), moderate status effects (including sub-status effects), and major status effects (including sub-status effects) by 5%, to a max of 75%.
Weapons-
Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater
Eternal Malice- (Weapon, Soul & Aura, Darkness & Toxin, 180,000,000 Gold) +180,000 Magical Attack +180,000 Defense, +180,000 MIN, +180,000 SPI, 130% Resilience, Wielder may create or destroy a Zone of Darkness at the start of each round, Possessor may have a 100% chance of inflicting any one minor or moderate negative status effect on all opponents at the start of each round, with said infliction instances not stacking across multiple copies of this item, 1% inflicts Cursed, Wielder must be Level 40 or greater and must possess the ability 'Adept Soul Training'
Armor-
Deathlord's Plate- (Armor, Heavy Armor, Darkness, 60,000,000 Gold) +60,000 Defense, +60,000 Defense against Darkness, +60,000 Defense against Light, Voidstruck Immunity against sources below Level 90, 75% Voidstruck Resistance, Wearer must be Level 40 or greater
Accessories-
Soulcatcher's Gauntlet- (Accessory, Gauntlets, Darkness & Magic, 36,800,000 Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 STR, +36,000 SPI, Wielder's attacks deal 3,600 SPI Damage, 30% Darkness Resistance, 30% Light Resistance, 5% Spirit Resistance, 60% inflicts Stat Drain: SPI Drain, Individuals killed by wearer may not be resurrected by sources below Level 60 that are not greater Level than wielder, Individuals killed by wielder in standard Arena Matches that drop treasure that possess at least a 5% chance of dropping a Soul drop said Soul instead of the treasure they would otherwise drop should possessor choose such (with possessor being able to choose between multiple different options if multiple such Souls exist), Wielder must be Level 20 or greater
Black Heart of Villainous Hate- (Accessory, Bioaugmentation, Darkness & Fury, 15,000,000 Gold) +15,000 Melee Attack, +15,000 Ranged Attack, +15,000 Magical Attack, +150,000 HP as a non-stacking bonus, +150,000 MP as a non-stacking bonus, Wielder's per-item Melee Attack bonus cap, per-item Ranged Attack bonus cap, and per-item Magical Attack bonus cap become 2x the relevant stat each if wielder possesses the ability 'Warlock' or the ability 'Enslaver'
Heart Calmed by Supreme Duty- (Accessory, Crystal, Law & Air, 15,500,000 Gold) 100% Charm Resistance, 100% Confusion Resistance, 100% Pain Resistance, Charm Immunity against sources not 20 Levels or greater than wielder, Confusion Immunity against sources not 20 Levels or greater than wielder, Pain Immunity against sources not 20 Levels or greater than wielder, Wielder cannot benefit from Invigorated or its sub-status effects
Extra-Lucky Clover- (Accessory, Trinket, Fortune, 14,000,000 Gold) 36% Critical, 136% To Hit, 36% Resilience, 36% Dodge
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Consumables-
2 A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
3 Thunderbird Plume- (Consumable, Enchanted Item, Electrical, 1 Charge, 20,000,000 Gold) Either deals 1,000,000 Flat Electrical element damage or gives target a non-stacking buff that provides +2,000 STR
Spells-
Lanzah Bahum- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 899,660 MP, 90,000,000 Gold) +90,000 Ranged Attack, +90,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 20,000,000, this action gains +100% To Hit unless caster's stats have been scanned, Caster must be Level 40 or greater
Blazing Demon Gate- (Spell, Demon Magic, Fire, 47,950 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Burning, May deal no damage to Demons, May avoid afflicting negative status effects on Demons, May summon 1 Fire-element Demon below Level 45 from the Enemy List that is normally fightable for drops, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
Mass Confuse- (Spell, Wizard Magic, Magic, 0 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Thermonuclear Atom-Cutting Slash- (Spell, Sword Arts, Atomic, 120,000 HP, 60,000,000 Gold) +60,000 Melee Attack, 60% inflicts Poison: Irradiated, 1 hit against 600,000, deals 3/4 Damage
Expert Alchemist's Eternal Restorative- (Spell, Alchemy, Light & Magic, 135,660 MP, 22,500,000 Gold) +22,500 Magical Attack, Heals, Inflicts any one minor positive status effect, This action's target regenerates 225,000 HP and is afflicted with any one minor positive status effect at the start of every round, Does not stack, Caster must be Level 20 or greater
Pets-
Paper Life-Egg of the Serpent Crane of Hyet'Nyeoor- (Pet, Outsider, Knowledge & Life, Lv. 46, 100,000,000 Gold)
HP- 4,560,000
MP- 4,560,000
STR- 52,800
AGI- 63,500
CON- 52,800
MIN- 63,500
SPI- 52,800
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- 15,000
Defense against Stat Damage- 6,250
Critical Chance- 96%
Resilience- 75%
To Hit- 216%
Dodge- 99%
Resistances and Immunities- 100% Water Resistance, 100% Magic Resistance, 100% Psychic Resistance, 300% Fire Weakness, 184% Minor Status Effect Resistance, Diseased Immunity, Fatigued Immunity, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Juices of Unborn Ink And Paper- Possessor regenerates 500,000 HP at the start of each round, Possessor's allies regenerate 500,000 MP at the start of each round, Constant Effect
Shell of Paper- Possessor may, up to three times per thread, choose to remove a debuff or minor or moderate negative status effect that it possesses, obtaining a buff that stacks 3 times that reduces its possessor's Fire Weakness by 100% per stacked instance whenever possessor does so, and, when possessor does so, to obtain a debuff that stacks three times that this effect cannot remove that provides -5,000 Defense and reduces the quantities of HP and MP that possessor's 'Juices of Unborn Ink and Paper' ability causes to be regenerated by 150,000 points, Constant Effect
Abilities-
Crystal Needles- 59,000 Damage, This action pierces 180,000 Defense, 1 hit against 50,000, Earth or Magic or Crystal (2), 0 MP
Dissolution Stinger- 68,500 Damage, 200% inflicts Dissolving, 200% inflicts Dissolving: Erosion, Acid, 120,500 MP
Serpent Eyes- 56,000 Damage, 12,000 MIN Damage, 200% inflicts Confusion: Fear, 100% inflicts Mindblasted, Psychic & Toxin, 89,000 MP
Shell Nesting Prison-Walls- 200% inflicts Paralyzed on target, this instance of Paralyzed additionally reduces the Damage its possessor deals by 30%, Physical & Wood & Knowledge & Spatial, 430,000 MP
Imperious Cry- Entities below Level 66 may not inflict buffs on entities that are not caster until the end of the round, Air & Nobility, 220,000 MP
Imaginary Fish-Feast- Caster regenerates 1,000,000 HP, Water & Illusion & Psychic, 250,000 MP
Transformations-
None
Modified Stats wrote:Level 59
Demon, Energy
HP- 1,653,950
MP- 1,454,700
STR - 15,150 (Capped)
AGI - 3,100 (Capped) (5,370 on first round)
CON - 11,950 (Capped)
MIN - 3,600 (Capped)
SPI - 12,150 (Capped) (12,400 on first round)
SAN - 4,720
INF - 2,950
RES - 2,950
Defense
Immune to sources below Level 40
92% Dodge
90% Resilience
Immune to Fatigued: Sleep, Fatigued: Drowsy, Fatigued: Starvation, Fatigued: Dehydration, Hexed, Diseased, Stat Drain: MIN Drain and Stat Drain: SPI Drain
Voidstruck Immunity against sources below Level 90
75% Voidstruck Resistance
50% Frozen, Suffocation and Voidstruck Resistance
50% Impaired: Mute Resistance
30% Hexed Resistance if Aura equipped
20% Confusion: Depression Resistance
20% Poison Resistance,
15% Stat Drain: CON Drain Resistance
5% Mindblasted Resistance
35% Darkness and Void Resistance
30% Physical, Light, Time, Ice, Astral, Spatial, Air and Fire Resistance
11% Fury Resistance
5% Spirit Resistance
+73,380 Defense
+60,000 Defense against Darkness
+60,000 Defense against Light
+120 Defense Against Stat Damage
+200 Defense against AGI, MIN and SPI Damage
Possessor may not be replicated by individuals below Level 60 without possessor's permission
Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a separate 30% chance of inflicting Impaired, Confusion, Stat Drain and/or Hexed on its source at the end of said action
Offense
192% To Hit
132% Critical
Ignores 11% Fury, Darkness, Fire, and Magic Resistance
Ignores Fury, Darkness, Fire and Magic Immunity of targets below level 11
1% Inflicts Instant Death
1% Inflicts Cursed
Magical Attack actions gain 5% may inflict Hexed, cannot be countered by sub-40 enemies if they inflict
+98,492 Melee Attack
+89,337 Magical Attack
+6,400 Ranged Attack
Attacks deal 7,000 SPI Damage
Magical Attacks may deal 250 Spirit Damage
'Melee Attack' and 'Melee Overdrive' actions deal 100,000 additional Damage (to a max of 600,000 points per hit and 2,400,000 points per round) per Zone of Fire present in any battlespace within the same battle
+100 Melee Attack against targets in back row
'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
+100 Ranged Attack against targets in back row
+5 Magical Attack with Fire element spells
Individuals killed by wearer may not be resurrected by sources below Level 60 that are not greater Level than wielder
Start of Round
Regenerates 120,050 HP and MP at the start of each round
Regenerates 5,000 HP and MP at the start of each round in a Crisis Zone
May create or destroy a Zone of Air at the start of each round
May create or destroy a Zone of Darkness at the start of each round
May deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round
May have a 100% chance of inflicting any one minor or moderate negative status effect on all opponents at the start of each round
At the start of each round, possessor may choose to have a separate 30% chance of inflicting Impaired, Impaired: Blind, Confusion, Hexed and/or Stat Drain on up to 15 targets
May, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Ally Effects
Allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Elemental Magic summons stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Other Effects
20% chance of being able to cancel the actions of Darkness, Fire, Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
May begin with the Phantom Terrain set to Battlefield or Caverns
May create a Zone of Darkness, Fire or Energy if no Zones exist at the start of battle
Zones created by wielder cannot be destroyed by sources below Level 70
All spells cost 340 less MP to cast
Combat Arts spells gain +260 Magical Attack and cost 60 less MP
Dark Magic spells gain +10 Magical Attack, +40 Magical Attack if Darkness Element, deal an additional 250 damage, cost 280 MP less
Demon Magic spells gain +60 Magical Attack, cost 780 MP less
Elemental Magic spells gain +750 Magical Attack, cost 100 MP less
Leadership spells affect two more targets if they already affect multiple targets, cost 250 less MP to cast
Spirit Magic spells gain +260 Magical attack, cost 280 MP less
Gate Magic spells cost possessor 2,650 less MP to cast
Thief Arts spells cost possessor 2,030 less MP
Unarmed Technique spells deal 2,950 more damage, cost possessor 2,950 less MP
Wizard Magic spells gain +260 Damage, cost possessor 60 MP less
Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +60 Magical Attack, All Ritual Magic spells possessor casts take 6 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 360 less MP to cast
Sword Arts Spells cost 60 Less MP
Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Possessor's summons ahve a 10% lower chance of being uncontrolled (30% lower chance if Devils)
Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Wielder's summons gain +12,500 to all stats
Counts as 7 levels higher for scanning, ignores 59 levels worth of level-doubling for bosses
Counts as 1 level higher for being scanned
Possessor's Soul items may not be stolen by sources below Level 20
Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on or deal damage to targets and involve Spirit Magic
Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air, Earth, Fire and Water
*Soul Array* Can contain 11 non-summon entities of level 59 or below that possessor killed of the subtype Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon.
Originally posted by Aeromage
Tolva's feelings are mixed. On the one hand, he got a lot of really nice stuff, including two incredibly powerful World Arts on his last excursion to Dol-Quorsis. This calls for a celebration.
On the other, the sudden reminder that he can't save anymore and the resultant anxiety-driven rush back to Nexus left him somewhat humiliated (not to mention frustrated at forgetting to grab all those other things he wanted to check out on the way). This calls for suppressing it and trying to forget all about it.
Fortunately, the right way to deal with both situations (as far as he's concerned) is to get utterly, paralytically drunk somewhere on lucky booze and then hit the casino for a night of minigames and potentially a shot at those mysterious and tempting-sounding high-token-cost items he saw last time.
Of course, this requires finding a place to get the right level of plastered first, which means hitting the Tavern. Tolva stomps on in and heads for whichever room seems friendliest to his mind with a suitably low or nonexistant human population (holy types, of course, being an utter dealbreaker). But not the Appliance one. Doc Blendy might make some potent drinks, but Tolva doesn't feel like downing things made for washing machines again. At least, not this time. Even if he did somehow end up convincing a bunch of dishwashers to go on an epic quest to do whatever the hell it was they were doing.
Tolva Jofr (Aeromage)
Level 59
Demon, Energy
HP- 30,000
MP- 7,375
STR - 1,515 (17) (Burly, Phrantoglaabic, Bregamol Bonus)
AGI - 310 (5) (Bregamol Bonus)
CON - 1,195 (16) (Burly,Bregamol Bonus)
MIN - 360 (5) (Murlakro, Bregamol Bonus)
SPI - 1,215 (17) (Bregamol Bonus)
SAN - 472
INF - 295
RES - 295
XP- 50,000,000
Fame- 32
Gold- 200,000,000
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
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
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 Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic 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 Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, 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 Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff
-Architect-
Building It My Way- (Technique Ability, Architect) Possessor may use 'Building It My Way' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has created more seperate Zones, Terrains, Phantom Terrains, and Battlespaces that currently exist (in any battlespace in the same battle), than any other individual currently in the same battle. Said action attaches a non-stacking effect to all Zones, Terrains, Phantom Terrains, and Battlespaces that it creates that makes entities below Level 80 that are not its creator that are not 15 or more Levels greater than their creator unable to destroy or remove them (or destroy or remove it).
World Artisan's Unbound Self-Reshaping Power- (Passive Ability, Architect) While possessor is in 'Dol-Quorsii World-Artisan Mode', bonuses possessor obtains from having a particular World Art set as possessor's Active World Art are uncapped
-Artificer-
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Blinding Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
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
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.
-Beastmaster-
Advanced Roaring Technique- (Passive Ability, Beastmaster) Possessor's Sonic element actions that possess a chance of inflicting Confusion: Fear have said chance increased by 15%
Alternate Costume: Cerberus Tolva- (Stance Ability, Beastmaster) Possessor gains the subtypes Animal & Monster, Possessor gains two additional actions per round if possessor possesses no allies in any battlespace, Possessor cannot summon, Possessor's Base Spirit is reduced by 5, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Chibi-Lion Tolva- (Stance Ability, Beastmaster) Possessor gains the subtype Animal, Possessor counts as having two additional Physical-element Fist Weapon weapons equipped, Possessor's chances of inflicting Charm and Wounded are increased by 30%, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Transdimensional Zebra Flesh- (Passive Ability, Beastmaster) If possessor is an Animal or Outsider and is Level 35 or greater, possessor gains +9,000 STR, +7,000 CON, +9,000 SPI, and 70% Dodge
-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
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
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
-Biomancer-
Phrantoglaabic Muscle- (Passive Ability, Biomancer) Possessor gains +200 Unmodified STR
-Blazing Sultan-
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
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 Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic 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
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
-Blessing-
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
Dol-Quorsii World-Artisan Mode- (Passive Ability, Blessing) Possessor may choose at the beginning of a standard battle thread as an effect that is not a buff to enter 'Dol-Quorsii World-Artisan Mode' as a battlesystem, While possessor has said battlesystem active (and assuming nothing else opposes another battlesystem that is not the standard system on possessor), possessor may not cast spells, cannot use consumables, obtains no effect from abilities that come from pet-based, spell-based, transformation-based, or element-based classes, May maintain 0 World-Artisan's Transmutations, May not equip weapons of subtypes that possessor does not possesses Dol-Quorsii Weapon Proficiency Ratings for, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is F multiplied by .1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is E multiplied by .25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is D multiplied by .5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is C multiplied by 1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is B multiplied by 1.1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is A multiplied by 1.25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is S multiplied by 1.5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is SS multiplied by 2, does not suffer attack bonus caps on one equipped weapon, has equipment slots replaced with 1 Weapon slot, 1 Armor slot, 4 Bioaugmenation slots, and 1 (Trinket or Magic Item) slot, may not equip items that are not in said aforementioned slots, and may not summon
Dol-Quorsii Weapon Proficiency Ratings wrote:Assault Matrix: D
Axe: A
Book: D
Hammer: C
Instrument: C
Knife: B
Soul: S
Staff: F
Sword: D
Throwing Weapon: F
Whip: B
Is Better Than Before- (Passive Ability, Blessing) +5,000 to all stats
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
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 combatable on the enemy list that is neither Elite nor a Boss.
-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
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 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
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Understanding of Theoretical Power Assumption- (Passive Ability, Channeler) Possessor gains +300 to all stats and +5,000 MP if any other individual is in the same battle as possessor
-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
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
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
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
-Countess of Power-
Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
-Crafter-
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Ogre Hammermaster's Battle-Pounding War-Stance- (Stance Ability, Crusher) Possessor may wield Weaponx2 Hammers as though they were Weaponx1 Hammers, Possessor's equipped Weaponx2 Hammers gain +1,200 additional Melee Attack
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Stone Smash- (Technique Ability, Crusher) Possessor may use 'Stone Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense
-Dancer-
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
-Demonologist-
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
-Diabolist-
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All Demon Magic spells cost possessor 500 less MP to cast
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast
-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
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
-Dominator-
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Deft Lash- (Technique Ability, Dominator) Possessor may use 'Deft Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +5% To Hit.
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
-Ebon Chancellor-
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
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 Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of 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
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
-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
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: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips
-Enslaver-
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped 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 Soul
Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Artifical Array-Core- (Passive Ability, Enslaver) Possessor counts Robot, Machine, and Clockwork as Soul-Array-Approved subtypes
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Cheery Command- (Technique Ability, Enslaver) Possessor may use 'Cheery Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Hope element.
Cheeseburger Array- (Passive Ability, Enslaver) Whenever possessor performs a 'Soul Array' action, possessor creates 1 temporary 'Cheeseburger'
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Crisis Overcrash: Thousand Faces of Fury- (Technique Ability, Enslaver) Possessor may use 'Crisis Overcrash: Thousand Faces of Fury' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or Overcrash is being used, possessor has not previously acted during the round, and possessor has a Soul equipped. Said action replicates one action performable by each entity in its possessor's Soul Array as though a copy of said entity performed it; said action's possessor then gains a number of actions within this Overcrash-using-action equal to the number of such applications replicated divided by five, rounded down, to a max number of actions gained equal to the number of Stance abilities its performer possesses whose name includes 'Alternate Costume', with its performer exiting all stances and then immediately entering a stance whose name includes 'Alternate Costume' that has not been previously been entered through this ability's effect during the round, with none of these inner-action actions being able to cancel the original action that generated them or stop it from setting its user's MP to 0, with any effect that would cause such to be avoided, such as the round ending or the battle ending, instead having said setting of MP to 0 occur immediately before it and ending all such sub-action actions as well as the original action after it occurs. After performing said action, said action's performer cannot perform additional actions during the round. No action generated by this action or replicated by this action may summon or give individuals actions. No entity in this action's performer's Soul Array may be used as the base of replicating more than once action within the action involving this ability. Said action and its sub-actions may not be countered, save via Overcrashes. Said action sets its user's MP to 0 for the remainder of the thread.
Dangerous Soul Use- (Passive Ability, Enslaver) Possessor gains +1% Critical when a Soul is equipped
Deadly Soul Array Use- (Passive Ability, Enslaver) Possessor increases the Damage values of entities' abilities that are being replicated by possessor's 'Soul Array' ability by 45,000 points and increases their minor and moderate status effect infliction chances by 5%
Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dual Soul-Wielding- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has two Souls or a Soul that is a Weaponx2 equipped
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul 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.
Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Hopeful Command- (Technique Ability, Enslaver) Possessor may use 'Hopeful Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Human-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Improved Hexing Command- (Passive Ability, Enslaver) Possessor's 'Hexing Command' technique has its chance of inflicting Hexed increased to 30%
Magical Command- (Technique Ability, Enslaver) Possessor may use 'Magical Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Materialize Shapes of the Fallen- (Technique Ability, Enslaver) Possessor may use 'Materialize Shapes of the Fallen' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor has a Soul equipped. Said action may count as coming from a source that is solely the subtypes possessed by any one entity killed by possessor during the current thread (provided that said entity possessed only base subtypes), should such an entity exist
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Shield of Wailing Souls- (Stance Ability, Enslaver) Possessor's equipped Souls provide a Defense bonus equal to the Magical Attack bonus they provide and gain the subtype Aura
Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Sorcerous Command- (Technique Ability, Enslaver) Possessor may use 'Sorcerous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Soul Array- (Passive/Active Ability, Enslaver) Possessor possesses a Soul Array, which possesses a Soul Capacity of 5, Possessor may, at the end of a battle in which possessor killed at least one non-summon of a type of enemy that is Level 19 or lower that possesses only subtypes that are considered Soul-Array-Approved subtypes by possessor that is normally fightable for drops on the Enemy List for drops that successfully drops XP for possessor, select one such enemy to place in one of possessor's Soul Array slots, with newly selected entries being able to override previous entries should possessor desire such, Possessor may spend an action to replicate an action performable by one of the enemies in possessor's Soul Array as though a copy of said entity performed said action, Possessor's counts Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon as Soul-Array-Approved subtypes
Soul Array Combat Expansion- (Passive Ability, Enslaver) Possessor counts as having an additional Soul equipped for each of possessor's Soul Array slots that is filled; Possessor obtains +500 to all stats for each of possessor's Soul Array slots that is filled
Soul Array Expansion 1- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Soul Array Expansion (Special)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Soul Array Upgrade A- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 39 or lower
Soul Array Upgrade B- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 59 or lower
Soul-Based Emotion Transfer- (Passive Ability, Enslaver) If possessor is afflicted with Confusion: Enraged, Confusion: Berserk, Confusion: Depression, Charm: Lovestruck, Charm: Lust, Confusion: Fear, or Confusion: Overwhelmed by Laughter, possessor's offensive actions that involve an attack bonus provided by at least one of possessor's equipped Soul weapons may gain a 30% chance of inflicting one of the above conditons that possessor is afflicted with, and, should such an action inflict such an effect on at least one of its targets that is not possessor, possessor may choose to be cured of said affliction instance
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Spirit-Damaging Soul Wielding- (Passive Ability, Enslaver) Possessor's attacks that incorporate the attack bonus of at least one equipped Soul may deal 250 Spirit Damage
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Torrent of Souls- (Technique Ability, Enslaver) Possessor may use 'Torrent of Souls' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as possessor possesses a Soul Array with at least one non-unique entity in it, possessor has a Soul equipped, and no other technique is used. Said action, at the end of the action, removes up to 5 non-unique entities from its performer's Soul Array and then replicates one action performable by each such entity as though a copy of said entity performed it.
Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
World Art: A Thousand Unborn Paper Cranes- (Technique Ability, Enslaver) Possessor may use 'World Art: A Thousand Unborn Paper Cranes' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'A Thousand Unborn Paper Cranes', gains +39,000 Magical Attack, gains '1 hit against 1,000', and gains '100% may inflict Wounded: Bleeding and/or Pain'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'A Thousand Unborn Paper Cranes', its possessor gains +30,000 AGI, 60% Dodge, 70% Critical, the subtype Aerial, +30,000 Ranged Attack, +30,000 Magical Attack, and +30% Critical, said individual may add the element Air and/or the element Physical to any of its attacks or actions, said individual, if in an Encounter Area, may choose, whenever an entity below Level 60 would be summoned from that area's encounter table, up to 5 times per round, to instead prevent said summoning and deal 600,000 Flat Air & Physical element Damage to up to 1,000 targets, and summons opposing said individual that are below Level 60 have a 50% chance of not being successfully summoned.
World Art: Crystal Cosmos Command- (Technique Ability, Enslaver) Possessor may use 'World Art: Crystal Cosmos Command' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Crystal Cosmos Command', gains +200,000 Magical Attack, gains the elements Crystal (2) and Astral, gains '1 hit against 10,000,000', and gains '30% inflicts Dominion on targets that are not 20 or more Levels greater than performer'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Crystal Cosmos Command', its possessor gains +200,000 SPI, +180,000 MIN, 30% Crystal (2) Resistance, 30% Astral Resistance, the subtypes Golem and Magic Being, +200,000 Magical Attack, and '5% inflicts Dominion', said individual may add the element Crystal (2) and/or Astral to any of its attacks or actions, and becomes Immune to Dominion from lower-Level sources below Level 90.
World Art: Demon Master's Foul Dominion- (Technique Ability, Enslaver) Possessor may use 'World Art: Demon Master's Foul Dominion' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Snipe' action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Demon Master's Foul Dominion', gains +100,000 Magical Attack, +100,000 Melee Attack, and +100,000 Ranged Attack, gains the element Darkness, gains '2 hit against 2,000,000', and gains '30% inflicts Smitten: Great Atrocity'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Demon Master's Foul Dominion', its possessor gains +100,000 to all stats, +100,000 Magical Attack, Melee Attack, and Ranged Attack, 40% Darkness Resistance, the subtypes Demon and Outsider, and '15% inflicts Smitten: Great Atrocity'
World Art: Malice of the Grave-Scaled City- (Technique Ability, Enslaver) Possessor may use 'World Art: Malice of the Grave-Scaled City' in conjunction with a 'Melee Overdrive' action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'Malice of the Grave-Scaled City', gains +45,000 Melee Attack, gains '100% inflicts Fear', gains '100% inflicts Fatigued: Stun', and may not be countered by non-Undead below Level 60; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Malice of the Grave-Scaled City', its possessor gains +40,000 CON, +36,000 STR, +36,000 Defense, the subtype Undead, and may, when targeted with a counter, but before said counter generates any attacks, choose to gain the subtype Large Structure as a non-stacking buff until the end of the round, and, if hit by any hit generated by an attack that is part of such a counter in response to which said buff was gained, may choose to summon up to 2 Undead of lower Level that are below Level 60, with a max of 40 such Undead summoned.
Zealous Command- (Technique Ability, Enslaver) Possessor may use 'Zealous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
-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 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
-Force Mage-
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
-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
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
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
-Heir to the Future-
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
-Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
-Kinetic Emperor-
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
-Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 20% Charm Resistance
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Offensive Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 50 points
Offensive Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 500 points
-Mentalist-
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 Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
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
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
-Merchant-
Alternate Costume: Bascaradine-Advertising Sandwich-Signboard Tolva- (Stance Ability, Merchant) Possessor's element becomes Technology, Possessor gains 5% additional Gold (to a max of 1,000,000 additional Gold per thread) from standard battles and random quests.
Alternate Costume: Ritzy Duds Tolva- (Stance Ability, Merchant) Possessor counts as possessing 50,000,000 additional Gold for purposes of effects that check how much Gold possessor has, Possessor gains the element Wealth, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
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
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
-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
Alternate Costume: Fig Leaf Tolva- (Stance Ability, Monk) Possessor counts having no armor equipped for purposes of Unarmed Technique spells and Monk abilities, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Luchador Tolva- (Stance Ability, Monk) Possessor's element becomes Physical, Possessor deals (Possessor Level * 2,500) additional Damage with Damage-dealing attacks that involve the casting of Unarmed Technique spells, Possessor counts as wearing an additional Physical element Clothes and an additional Physical element Mask, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 7, Possessor's Base Constitution is increased by 3, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Inconsiderate Bodyslam Maneuver- (Technique Ability, Monk) Possessor may use 'Inconsiderate Bodyslam Maneuver' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +75 Melee Attack, gains a 25% chance of inflicting Confusion: Stun, may move targets below Level 40 to a different row of its caster's choice in the same row-order formation, and gains a 50% chance of inflicting Confusion: Enraged.
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
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
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
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Without Physical Needs- (Passive Ability, Monk) Possessor gains Fatigued: Drowsy, Fatigued: Starvation, and Fatigued: Dehydration Immunity
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Bat Fights Within the Night- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor gains Impaired: Blind Immunity.
Bat Style- (Stance Ability, Monk) Possessor gains +500 SPI and +5% To Hit.
Bat Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Soul while in 'Bat Style' stance. Possessor may use Techniques that require possessor be in 'Bat Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Soul. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Soul and in 'Bat Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Soul and is in 'Bat Style' stance. Possessor counts as possessing 8 additional Enslaver abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bat Style'.
Ears of Bat- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor obtains +15% To Hit and +15% Dodge.
Enemy-Locating Shout- (Technique Ability, Monk) Possessor may use 'Enemy-Locating Shout' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +15% To Hit and provides its possessor with +15% To Hit against opponents of its performer as a non-stacking buff, with said buff ceasing to apply against particular individuals as soon as they act.
Nocturnal Predator's Claw- (Technique Ability, Monk) Possessor may use 'Nocturnal Predator's Claw' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +500 Melee Attack and ignores To Hit penalties on its performer that come from debuffs from sources below Level 40.
-Mountain King-
Apprentice Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
-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 Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
-Scholar-
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
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 Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
-Scientist-
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
-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
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 Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
-Smith-
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
-Snow Queen-
Apprentice Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 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.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
-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 Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
I'm Not Touching You Battle-Chant- (Technique Ability, Thief) Possessor may use 'I'm Not Touching You Battle-Chant' in conjunction with a 'Cast a Spell', 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has dealt more total Damage outside of actions to opposing entities throughout the course of the the same thread than any other individual currently in the same battle. Said action, provided that it does not target any opponents, gives its caster a buff that, when removed, has a 200% chance of inflicting Confusion: Berserk on all opposing entities that its possessor dealt Damage to outside of actions during the round before it is lost in said manner.
Pirate- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
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
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
-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 Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Coughdrop-Essence-Infused Throat- (Passive Ability, Transmuter) Possessor gains 50% Impaired: Mute Resistance
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
-Unbowed Berserker-
Apprentice Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats for each Fury element item equipped, Possessor's Fury element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +100 to all stats
Apprentice Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fury's Dominion- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fury
Basic Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +50 to all stats
Basic Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 Defense against Fury
Basic Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to all stats if Fury element
Basic Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +10 to all stats
Basic Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Deployable RAGE ROCKETS!- (Passive Ability, Other: Unbowed Berserker) If possessor if Fury element, possessor's turn-order-determining stat sum is increased by 500 points for turn-order-determining purposes while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Fury Manipulation- (Passive Ability, Other: Unbowed Berserker) Possessor may choose one of the following at the beginning of each round if Fury element: Create a Zone of Fury, Remove a Zone of Fury created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fury by either possessor or a source below Level 20, Add Fury 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 Fury element on a Fury element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fury, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fury, 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 Fury element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fury to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fury, 5% Fury Resistance, or +50 Defense against Fury and 1% Fury Resistance until the end of the round as a non-stacking buff
GET OUT OF MY HEAD!- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, if an individual of lower Level would inflict Charm on possessor, possessor is instead not afflicted with Charm and deals 300,000 Flat Fury element Damage to said source
Improved Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +250 to all stats
Improved Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may choose, at the beginning of a thread, to become solely Fury element
Unbowed Berserker- (Passive Ability, Other: Unbowed Berserker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fury Resistance, Possessor ignores Fury Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unfaltering Furious Offense Stance- (Stance Ability, Other: Unbowed Berserker) If possessor is Fury element and in this stance, whenever a Constant Effect, Passive Ability, or buff present on an opponent of possessor would deal Damage to possessor because possessor conducted an attack or offensive action that targeted them, said quantity of Damage is reduced by 300,000 points
Uplifted By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fury
-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
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI 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
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
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
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
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
Mid-Range (City-Ranged) 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 and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
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
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Eerie Spell- (Technique Ability, Warlock) Possessor may use 'Eerie Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Necromancy or Dark Magic spell is cast. Said action gains a 50% chance of inflicting Confusion: Fear and a 75% chance of inflicting Confusion: Fear: Disconcerted.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
-Warrior-
Alternate Costume: Nexus Games Champion Tolva- (Stance Ability, Warrior) Possessor's Base stats are increased by 1 if possessor's Fame is higher than that of any other individual in the same battlespace, Possessor's Fame is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Improved Fortitude- (Passive Ability, Warrior) +80 CON, 20% Poison Resistance, 15% Stat Drain: CON Drain Resistance, 5% Disease Resistance
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
-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 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
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
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
-Misc-
Alternate Costume: Pirate Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor's Vessel transformations have their stats raised by (250 * Possessor Level), Possessor counts as wearing an additional Water element Clothes and an additional Water element Hat, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 3, Possessor's Base Agility is increased by 2, Possessor's Base Constitution is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Ate Empowered Sugar Stars- (Passive Ability, Permanent Item Effect) Possessor obtains +4,500 MP, This ability may not be used in combos.
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Internalized Weapon-Crystal: Axe- (Passive Ability, Ravager) Possessor's Dol-Quorsii Weapon Proficiency Rating for Axe increases to A
Phone In The Bros- (Technique Ability, Summoner) Possessor may use 'Phone In The Bros' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has more summons present than any other individual currently in the same battle. Said action has summon caps involved in it increased from 200 to 250 (provided they are already 200 and not being able to increase them above 250) as a buff that stacks 3 times that sits on the summoner that said caps are the caps for, and gives all summons summoned through it +16,000 STR as a non-stacking buff.
Pro At Making Chutney- (Passive Ability, Chef) Possessor counts as having the abilities 'Chef' and 'Adept Chef Proficiency' when using any Secret Formulas that include the word "Chutney"
Resistant Costumes- (Passive Ability, Spy) If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements
Thunderbird's Prophet- (Passive Ability, Shaman) Possessor deals 10,000,000 additional Damage with 'Thunderbird's Plume' consumables to bosses
Wreath of Purity- (Technique Ability, Healer) Possessor may use 'Wreath of Purity' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater sum total of different Resistances (not counting Immunities and only counting Resistances that do not only exist during certain conditionals) than any other individual currently in the same battle. Said action attaches a non-stacking buff to its performer that increases its performer's already-existing Resistances to Tier 1 and 2 elements, minor status effects (including sub-status effects), moderate status effects (including sub-status effects), and major status effects (including sub-status effects) by 5%, to a max of 75%.
Weapons-
Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater
Eternal Malice- (Weapon, Soul & Aura, Darkness & Toxin, 180,000,000 Gold) +180,000 Magical Attack +180,000 Defense, +180,000 MIN, +180,000 SPI, 130% Resilience, Wielder may create or destroy a Zone of Darkness at the start of each round, Possessor may have a 100% chance of inflicting any one minor or moderate negative status effect on all opponents at the start of each round, with said infliction instances not stacking across multiple copies of this item, 1% inflicts Cursed, Wielder must be Level 40 or greater and must possess the ability 'Adept Soul Training'
Armor-
Deathlord's Plate- (Armor, Heavy Armor, Darkness, 60,000,000 Gold) +60,000 Defense, +60,000 Defense against Darkness, +60,000 Defense against Light, Voidstruck Immunity against sources below Level 90, 75% Voidstruck Resistance, Wearer must be Level 40 or greater
Accessories-
Soulcatcher's Gauntlet- (Accessory, Gauntlets, Darkness & Magic, 36,800,000 Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 STR, +36,000 SPI, Wielder's attacks deal 3,600 SPI Damage, 30% Darkness Resistance, 30% Light Resistance, 5% Spirit Resistance, 60% inflicts Stat Drain: SPI Drain, Individuals killed by wearer may not be resurrected by sources below Level 60 that are not greater Level than wielder, Individuals killed by wielder in standard Arena Matches that drop treasure that possess at least a 5% chance of dropping a Soul drop said Soul instead of the treasure they would otherwise drop should possessor choose such (with possessor being able to choose between multiple different options if multiple such Souls exist), Wielder must be Level 20 or greater
Black Heart of Villainous Hate- (Accessory, Bioaugmentation, Darkness & Fury, 15,000,000 Gold) +15,000 Melee Attack, +15,000 Ranged Attack, +15,000 Magical Attack, +150,000 HP as a non-stacking bonus, +150,000 MP as a non-stacking bonus, Wielder's per-item Melee Attack bonus cap, per-item Ranged Attack bonus cap, and per-item Magical Attack bonus cap become 2x the relevant stat each if wielder possesses the ability 'Warlock' or the ability 'Enslaver'
Heart Calmed by Supreme Duty- (Accessory, Crystal, Law & Air, 15,500,000 Gold) 100% Charm Resistance, 100% Confusion Resistance, 100% Pain Resistance, Charm Immunity against sources not 20 Levels or greater than wielder, Confusion Immunity against sources not 20 Levels or greater than wielder, Pain Immunity against sources not 20 Levels or greater than wielder, Wielder cannot benefit from Invigorated or its sub-status effects
Extra-Lucky Clover- (Accessory, Trinket, Fortune, 14,000,000 Gold) 36% Critical, 136% To Hit, 36% Resilience, 36% Dodge
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Consumables-
2 A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
3 Thunderbird Plume- (Consumable, Enchanted Item, Electrical, 1 Charge, 20,000,000 Gold) Either deals 1,000,000 Flat Electrical element damage or gives target a non-stacking buff that provides +2,000 STR
Spells-
Lanzah Bahum- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 899,660 MP, 90,000,000 Gold) +90,000 Ranged Attack, +90,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 20,000,000, this action gains +100% To Hit unless caster's stats have been scanned, Caster must be Level 40 or greater
Blazing Demon Gate- (Spell, Demon Magic, Fire, 47,950 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Burning, May deal no damage to Demons, May avoid afflicting negative status effects on Demons, May summon 1 Fire-element Demon below Level 45 from the Enemy List that is normally fightable for drops, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
Mass Confuse- (Spell, Wizard Magic, Magic, 0 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Thermonuclear Atom-Cutting Slash- (Spell, Sword Arts, Atomic, 120,000 HP, 60,000,000 Gold) +60,000 Melee Attack, 60% inflicts Poison: Irradiated, 1 hit against 600,000, deals 3/4 Damage
Expert Alchemist's Eternal Restorative- (Spell, Alchemy, Light & Magic, 135,660 MP, 22,500,000 Gold) +22,500 Magical Attack, Heals, Inflicts any one minor positive status effect, This action's target regenerates 225,000 HP and is afflicted with any one minor positive status effect at the start of every round, Does not stack, Caster must be Level 20 or greater
Pets-
Paper Life-Egg of the Serpent Crane of Hyet'Nyeoor- (Pet, Outsider, Knowledge & Life, Lv. 46, 100,000,000 Gold)
HP- 4,560,000
MP- 4,560,000
STR- 52,800
AGI- 63,500
CON- 52,800
MIN- 63,500
SPI- 52,800
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- 15,000
Defense against Stat Damage- 6,250
Critical Chance- 96%
Resilience- 75%
To Hit- 216%
Dodge- 99%
Resistances and Immunities- 100% Water Resistance, 100% Magic Resistance, 100% Psychic Resistance, 300% Fire Weakness, 184% Minor Status Effect Resistance, Diseased Immunity, Fatigued Immunity, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Juices of Unborn Ink And Paper- Possessor regenerates 500,000 HP at the start of each round, Possessor's allies regenerate 500,000 MP at the start of each round, Constant Effect
Shell of Paper- Possessor may, up to three times per thread, choose to remove a debuff or minor or moderate negative status effect that it possesses, obtaining a buff that stacks 3 times that reduces its possessor's Fire Weakness by 100% per stacked instance whenever possessor does so, and, when possessor does so, to obtain a debuff that stacks three times that this effect cannot remove that provides -5,000 Defense and reduces the quantities of HP and MP that possessor's 'Juices of Unborn Ink and Paper' ability causes to be regenerated by 150,000 points, Constant Effect
Abilities-
Crystal Needles- 59,000 Damage, This action pierces 180,000 Defense, 1 hit against 50,000, Earth or Magic or Crystal (2), 0 MP
Dissolution Stinger- 68,500 Damage, 200% inflicts Dissolving, 200% inflicts Dissolving: Erosion, Acid, 120,500 MP
Serpent Eyes- 56,000 Damage, 12,000 MIN Damage, 200% inflicts Confusion: Fear, 100% inflicts Mindblasted, Psychic & Toxin, 89,000 MP
Shell Nesting Prison-Walls- 200% inflicts Paralyzed on target, this instance of Paralyzed additionally reduces the Damage its possessor deals by 30%, Physical & Wood & Knowledge & Spatial, 430,000 MP
Imperious Cry- Entities below Level 66 may not inflict buffs on entities that are not caster until the end of the round, Air & Nobility, 220,000 MP
Imaginary Fish-Feast- Caster regenerates 1,000,000 HP, Water & Illusion & Psychic, 250,000 MP
Transformations-
None
Modified Stats wrote:Level 59
Demon, Energy
HP- 1,653,950
MP- 1,454,700
STR - 15,150 (Capped)
AGI - 3,100 (Capped) (5,370 on first round)
CON - 11,950 (Capped)
MIN - 3,600 (Capped)
SPI - 12,150 (Capped) (12,400 on first round)
SAN - 4,720
INF - 2,950
RES - 2,950
Defense
Immune to sources below Level 40
92% Dodge
90% Resilience
Immune to Fatigued: Sleep, Fatigued: Drowsy, Fatigued: Starvation, Fatigued: Dehydration, Hexed, Diseased, Stat Drain: MIN Drain and Stat Drain: SPI Drain
Voidstruck Immunity against sources below Level 90
75% Voidstruck Resistance
50% Frozen, Suffocation and Voidstruck Resistance
50% Impaired: Mute Resistance
30% Hexed Resistance if Aura equipped
20% Confusion: Depression Resistance
20% Poison Resistance,
15% Stat Drain: CON Drain Resistance
5% Mindblasted Resistance
35% Darkness and Void Resistance
30% Physical, Light, Time, Ice, Astral, Spatial, Air and Fire Resistance
11% Fury Resistance
5% Spirit Resistance
+73,380 Defense
+60,000 Defense against Darkness
+60,000 Defense against Light
+120 Defense Against Stat Damage
+200 Defense against AGI, MIN and SPI Damage
Possessor may not be replicated by individuals below Level 60 without possessor's permission
Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a separate 30% chance of inflicting Impaired, Confusion, Stat Drain and/or Hexed on its source at the end of said action
Offense
192% To Hit
132% Critical
Ignores 11% Fury, Darkness, Fire, and Magic Resistance
Ignores Fury, Darkness, Fire and Magic Immunity of targets below level 11
1% Inflicts Instant Death
1% Inflicts Cursed
Magical Attack actions gain 5% may inflict Hexed, cannot be countered by sub-40 enemies if they inflict
+98,492 Melee Attack
+89,337 Magical Attack
+6,400 Ranged Attack
Attacks deal 7,000 SPI Damage
Magical Attacks may deal 250 Spirit Damage
'Melee Attack' and 'Melee Overdrive' actions deal 100,000 additional Damage (to a max of 600,000 points per hit and 2,400,000 points per round) per Zone of Fire present in any battlespace within the same battle
+100 Melee Attack against targets in back row
'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
+100 Ranged Attack against targets in back row
+5 Magical Attack with Fire element spells
Individuals killed by wearer may not be resurrected by sources below Level 60 that are not greater Level than wielder
Start of Round
Regenerates 120,050 HP and MP at the start of each round
Regenerates 5,000 HP and MP at the start of each round in a Crisis Zone
May create or destroy a Zone of Air at the start of each round
May create or destroy a Zone of Darkness at the start of each round
May deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round
May have a 100% chance of inflicting any one minor or moderate negative status effect on all opponents at the start of each round
At the start of each round, possessor may choose to have a separate 30% chance of inflicting Impaired, Impaired: Blind, Confusion, Hexed and/or Stat Drain on up to 15 targets
May, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Ally Effects
Allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Elemental Magic summons stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Other Effects
20% chance of being able to cancel the actions of Darkness, Fire, Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
May begin with the Phantom Terrain set to Battlefield or Caverns
May create a Zone of Darkness, Fire or Energy if no Zones exist at the start of battle
Zones created by wielder cannot be destroyed by sources below Level 70
All spells cost 340 less MP to cast
Combat Arts spells gain +260 Magical Attack and cost 60 less MP
Dark Magic spells gain +10 Magical Attack, +40 Magical Attack if Darkness Element, deal an additional 250 damage, cost 280 MP less
Demon Magic spells gain +60 Magical Attack, cost 780 MP less
Elemental Magic spells gain +750 Magical Attack, cost 100 MP less
Leadership spells affect two more targets if they already affect multiple targets, cost 250 less MP to cast
Spirit Magic spells gain +260 Magical attack, cost 280 MP less
Gate Magic spells cost possessor 2,650 less MP to cast
Thief Arts spells cost possessor 2,030 less MP
Unarmed Technique spells deal 2,950 more damage, cost possessor 2,950 less MP
Wizard Magic spells gain +260 Damage, cost possessor 60 MP less
Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +60 Magical Attack, All Ritual Magic spells possessor casts take 6 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 360 less MP to cast
Sword Arts Spells cost 60 Less MP
Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Possessor's summons ahve a 10% lower chance of being uncontrolled (30% lower chance if Devils)
Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Wielder's summons gain +12,500 to all stats
Counts as 7 levels higher for scanning, ignores 59 levels worth of level-doubling for bosses
Counts as 1 level higher for being scanned
Possessor's Soul items may not be stolen by sources below Level 20
Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on or deal damage to targets and involve Spirit Magic
Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air, Earth, Fire and Water
*Soul Array* Can contain 11 non-summon entities of level 59 or below that possessor killed of the subtype Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva finds himself in a room that's off of the darkness-section of the bar. Its walls are decorated with hundreds of masks of varying designs, a preponderance of them tribal, which is filled with intricately-carved chairs contrasted by weirdly plain tables. The room is filled with Laughing Demons and Masked Demons, and its bartender is Rex Cosmix, a floating, wood-carved t-rex head with devil horns and real eyes, around which swirl designs of magic, of space, and of tasty beverages waiting to be served.
Is Tolva interested in drinking his latest special, the Mathemagical Mixup?
Tolva finds himself in a room that's off of the darkness-section of the bar. Its walls are decorated with hundreds of masks of varying designs, a preponderance of them tribal, which is filled with intricately-carved chairs contrasted by weirdly plain tables. The room is filled with Laughing Demons and Masked Demons, and its bartender is Rex Cosmix, a floating, wood-carved t-rex head with devil horns and real eyes, around which swirl designs of magic, of space, and of tasty beverages waiting to be served.
Is Tolva interested in drinking his latest special, the Mathemagical Mixup?
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
Tolva's all for special weird drinks. He takes one!
Tolva's all for special weird drinks. He takes one!
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva drinks it. It's delicious. It also makes him lose his general grasp on math. Wow, he feels pretty drunk. Not surprising, though, for his fifteenth drink.
Tolva drinks it. It's delicious. It also makes him lose his general grasp on math. Wow, he feels pretty drunk. Not surprising, though, for his fifteenth drink.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
Tolva finds this excellent, and is pleased to have hit on such a great drink so early into his night of drunken gambling reverly. Or is it late? He kind of lost track.
"WoooOOooo yeah, thatsa fuckin' stuff. Gottennythin' else that'll gimmeya boostfa whenny gettatha Casino? S'got these things, yassee, anya needa buncha tokens forrem..."
Tolva pauses and squints around the bar. "Reaaaally gotta come back here m'reoften. Oh, hey. Masks. Should prob'ly..."
In the interests of fitting in better for his next drink (his seventh, right?) the little demon fades out of view for a moment, then back in wearing his Luchador alternate costume.
Tolva finds this excellent, and is pleased to have hit on such a great drink so early into his night of drunken gambling reverly. Or is it late? He kind of lost track.
"WoooOOooo yeah, thatsa fuckin' stuff. Gottennythin' else that'll gimmeya boostfa whenny gettatha Casino? S'got these things, yassee, anya needa buncha tokens forrem..."
Tolva pauses and squints around the bar. "Reaaaally gotta come back here m'reoften. Oh, hey. Masks. Should prob'ly..."
In the interests of fitting in better for his next drink (his seventh, right?) the little demon fades out of view for a moment, then back in wearing his Luchador alternate costume.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
The demons laugh. The masks laugh. The place is merry! Malicious? Mayhaps! Merry? Most assuredly!
Rex laughs as he serves up another drink for Tolva. It runs alongside the outside of its glass, glistening blue and gold.
"Casino? In your condition? Best of luck to 'ya! Try this one, it's the Twisted Cosmixup."
His seventeen thousand teeth flash gold as he gives a wide smile and floats the bizarre beverage over to Tolva.
The demons laugh. The masks laugh. The place is merry! Malicious? Mayhaps! Merry? Most assuredly!
Rex laughs as he serves up another drink for Tolva. It runs alongside the outside of its glass, glistening blue and gold.
"Casino? In your condition? Best of luck to 'ya! Try this one, it's the Twisted Cosmixup."
His seventeen thousand teeth flash gold as he gives a wide smile and floats the bizarre beverage over to Tolva.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
"'f it's as good asya last three hundred drinks, sure!"
And so Tolva downs it.
"'f it's as good asya last three hundred drinks, sure!"
And so Tolva downs it.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva consumes it. That was certainly the left choice. He feels jolly-and-then-some.
Tolva consumes it. That was certainly the left choice. He feels jolly-and-then-some.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
Tolva springs to his feet, if somewhat unsteadily. Eighty-three drinks should probably be a good number to kick things off. "Yyyyep, that's gotta be enuffa a good nighta games'nstuff. Catcha round later!"
So saying, the little demon meanders his way out of the bar, waving vaguely over his shoulder on the way to the elevator and that entire disc of fun, Life-Egg in tow.
Tolva springs to his feet, if somewhat unsteadily. Eighty-three drinks should probably be a good number to kick things off. "Yyyyep, that's gotta be enuffa a good nighta games'nstuff. Catcha round later!"
So saying, the little demon meanders his way out of the bar, waving vaguely over his shoulder on the way to the elevator and that entire disc of fun, Life-Egg in tow.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva, drunk though he is, manages to make it to the elevator thanks to Nexus's handy fast-transit system that's in place up in Town.
Tolva, drunk though he is, manages to make it to the elevator thanks to Nexus's handy fast-transit system that's in place up in Town.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
Down he goes to the Casino Disc! He thinks. He might get the Egg to give putting the number in a go if his attempt takes them somewhere weird.
Down he goes to the Casino Disc! He thinks. He might get the Egg to give putting the number in a go if his attempt takes them somewhere weird.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva punches in the disc's number. He arrives on Disc 21.
The disc expands before him as a melting cityscape with rivers of liquefied buildings making up its streets. Boats piloted by slime-men and insect-creatures ply these queer waterways, and bees with the heads of men sculpted from dripping wax fly in swarms. There's a box next to Tolva's left foot.
Tolva punches in the disc's number. He arrives on Disc 21.
The disc expands before him as a melting cityscape with rivers of liquefied buildings making up its streets. Boats piloted by slime-men and insect-creatures ply these queer waterways, and bees with the heads of men sculpted from dripping wax fly in swarms. There's a box next to Tolva's left foot.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
Tolva blinks. "Either this place's gottenna lot more fuckin' melty since lasttime, orrrrrri fucked up."
Tolva picks up the box, fumbles as he tries to get the right side, takes a look at it, and heads back into the elevator to give it another go.
Tolva blinks. "Either this place's gottenna lot more fuckin' melty since lasttime, orrrrrri fucked up."
Tolva picks up the box, fumbles as he tries to get the right side, takes a look at it, and heads back into the elevator to give it another go.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva is back in the elevator and is holding-
Box from Disc 215- (Accessory, Container, Acid & Water & Earth, 150,000 Gold) Wielder may carry an additional unequipped Ooze pet into a thread
Seems like there may be something in it?
Tolva is back in the elevator and is holding-
Box from Disc 215- (Accessory, Container, Acid & Water & Earth, 150,000 Gold) Wielder may carry an additional unequipped Ooze pet into a thread
Seems like there may be something in it?
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
There is clearly ooze in that box.
But perhaps.
Perhaps there's something else instead.
Tolva keys in the number for Disc 21(?) again and takes a look in the thing.
There is clearly ooze in that box.
But perhaps.
Perhaps there's something else instead.
Tolva keys in the number for Disc 21(?) again and takes a look in the thing.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva keys in Disc 21.
The elevator indicates that it has reached its destination floor.
Tolva opens the box.
There's an Ooze inside!
One that appears to have registered Tolva as its new master.
Gwashliian Ooze
Delaying the stats because I'm not feeling up to statting at the moment and Tolva can't parse the numbers anyway.
Tolva keys in Disc 21.
The elevator indicates that it has reached its destination floor.
Tolva opens the box.
There's an Ooze inside!
One that appears to have registered Tolva as its new master.
Gwashliian Ooze
Delaying the stats because I'm not feeling up to statting at the moment and Tolva can't parse the numbers anyway.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
"Uh. Welcome t'tha party, 'r whatever, I guess."
Having gained a new ally in his quest to go gamble irresponsibly, Tolva pokes his head out of the elevator to take a look at what is probably definitely maybe the disc he's aiming at.
"Uh. Welcome t'tha party, 'r whatever, I guess."
Having gained a new ally in his quest to go gamble irresponsibly, Tolva pokes his head out of the elevator to take a look at what is probably definitely maybe the disc he's aiming at.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Tolva exits the elevator.
Tolva sees a patchwork of ranches, the nearest of which has ten thousand giraffes on it. There's a building built next to the portal tower, roads going out across the ranches, and a box beside his left foot.
Tolva exits the elevator.
Tolva sees a patchwork of ranches, the nearest of which has ten thousand giraffes on it. There's a building built next to the portal tower, roads going out across the ranches, and a box beside his left foot.
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Aeromage
"Well, fuck."
Stopping to fumble-acquire this new mysterious box, he heads back into the elevator to open it and once again key in the number for Disc 21. Third time's a charm, right?
"Well, fuck."
Stopping to fumble-acquire this new mysterious box, he heads back into the elevator to open it and once again key in the number for Disc 21. Third time's a charm, right?
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Re: Tolva In: Screw It, Let's Get Drunk And Go Gambling (Again)
Originally posted by Gadigan
Box from Disc 357- (Accessory, Container, Earth, 150,000 Gold) Wielder may carry an additional unequipped Animal pet into a thread
The elevator moves, and Tolva thinks there is something in his box.
Box from Disc 357- (Accessory, Container, Earth, 150,000 Gold) Wielder may carry an additional unequipped Animal pet into a thread
The elevator moves, and Tolva thinks there is something in his box.
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