Claiming Forgotten Keys, Opening Secret Doors
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Claiming Forgotten Keys, Opening Secret Doors
Quest opened by The Nottest of Daves
This quest started on 23 January 2019
Khashox'ahk'durim, The Eternity Hidden in a Second, That Which Lurks in the Time Between Times (The Nottest of Daves)
Level 19 Outer Lord
Darkspawn, Time
HP: 7,125
MP: 7,125
STR: 133 (7)
AGI: 171 (9)
CON: 285 (15)
MIN: 285 (15)
SPI: 266 (14)
XP- 0
XP Required- 70,000, Special Tasks
Fame- 1
Bonus Weeks: 39
Weeks: 1 Controller, 1 Illusionist, 1 Inscriber, 1 Magewright, 1 Mentalist, 2 Monk, 1 Rune Mage, 1 Scholar
Abilities wrote:Attack:
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Elemental Attack-Conversion: Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Energy- (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.
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, with this increase not bypassing Level-based immunities
Basic Fortune Telling- (Passive Ability, Diviner) All Divining buffs that possessor inflicts that raise stats raise them by an additional 20 points
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's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Ebon Chancellor:
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
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
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
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
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element
Basic 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
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 Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of 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 Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Healer:
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Herald of Lunacy:
Basic Herald of Lunacy Knowledge- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Dark Things Spill from the Minds of the Mad- (World Law, Herald of Lunacy) If an entity is afflicted with Confusion it has a 1% chance at the start of each round to summon a random Darkspawn of equal or lower Level from the Enemy List that is normally fightable for drops, If an entity is afflicted with Insanity it summons a random Darkspawn of equal or lower Level from the Enemy List that is no more than 5 Levels lower than it that is normally fightable for drops, Summons from this ability are uncontrolled if their summoner possesses no Darkspawn allies and is not a Darkspawn.
Darkspawn Traits- (Passive Ability, Herald of Lunacy) Possessor gains Impaired Immunity and Diseased Immunity so long as possessor is a Darkspawn
Madness Takes Its Toll- (World Law, Herald of Lunacy) Entities afflicted with Insanity are treated as though dead for purposes of victory conditions
Writhing Tentacles- (Passive Ability, Herald of Lunacy) If possessor is a Darkspawn, possessor gains +150 Melee Attack
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
Inscriber:
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Status Effects- (Passive Ability, Inscriber) Possessor's existing Resistances to minor negative status effects are increased by 1% if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Kensei:
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Mentalist:
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Hypnotist- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Mind Lord:
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Elemental Attack-Conversion: Psychic- (Technique Ability, Mind Lord) Possessor may use 'Elemental Attack-Conversion: Psychic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Psychic element and no other technique is used. Said action becomes solely the element Psychic.
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Psychic- (Passive Ability, Mind Lord) Possessor may use the Technique 'Elemental Attack-Conversion: Psychic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Psychic element.
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Dweller of Airless Caverns- (Passive Ability, Mountain King) Possessor gains Suffocation Immunity against sources below Level 40 while possessor is in a Zone of Earth
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Mineralsense- (Passive Ability, Mountain King) Possessor gains +10% To Hit against Earth element targets with a Dodge value below 60%
Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20
Ocean Prince:
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Elemental Attack-Conversion: Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Water- (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
Priest:
Not currently a Devout Worshipper of any Deity
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Sermon-Tied Spell- (Technique Ability, Priest) Possessor may use Sermon-Tied Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Divine Magic spell is cast as part of said action. Possessor gains +50 Magical Attack for purposes of said action if possessor is either using a spell that requires possessor to have one of possessor's patron deities or if possessor is targeting a fellow worshipper of one of possessor's patron deities with said action.
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 Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
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
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of 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 Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Snow Queen:
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ice Synchronization, 5 other Snow Queen abilities
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Thief:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
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 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
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
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
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Transmuter:
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
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
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 Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.\
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warrior:
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Wizard:
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 Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
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
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Other: Rune Mage:
Apprentice Rune Magic Attunement- (Passive Ability, Other: Rune Mage) Possessor's Damage-dealing Rune Magic spells deal an additional 250 points, Rune Magic spells cost possessor 30 less MP to cast, All of possessor's Rune Magic summons gain +50 to all stats
Basic Knowledge of Defensive Runes- (Passive Ability, Other: Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Basic Rune Magic Attunement- (Passive Ability, Other: Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Empowered by Runic Circles- (Passive Ability, Other: Rune Mage) Possessor gains +200 to all stats if possessor possesses a Circle Effect that was created through a Rune Magic spell
Knowledge of Advanced Rune Inscription Techniques- (Passive Ability, Other: Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 15 without possessor's consent
Knowledge of Common Rune Inscription Techniques- (Passive Ability, Other: Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 5 without possessor's consent
Knowledge of Runes- (Passive Ability, Other: Rune Mage) Possessor gains +200 MIN if possessor has a Rune equipped and at least 2 Rune Magic spells equipped
Shielded By Runic Circles- (Passive Ability, Other: Rune Mage) Possessor gains +1,000 Defense if possessor possesses a Circle Effect that was created through a Rune Magic spell
Understanding of Common Practices of Theoretical Rune Magic- (Passive Ability, Other: Rune Mage) Possessor gains +500 MIN, Possessor gains an additional +300 MIN if possessor has at least two Rune Magic spells equipped
Other: Time Mage:
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Awards-
Has used 10 Manual of A Thousand Arts
Has Consumed 5 Attunement Book: Countess of Power
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Attunement Book: Mentalist
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Rune Mage
Has Consumed 5 Attunement Book: Snow Queen
Has Consumed 5 Attunement Book: Summoner
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warlock
Has Consumed 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Inscriber
Has Consumed 5 Improved Essence Sphere: Inscriber
Has Consumed 5 Greater Essence Sphere: Inscriber
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Rune Mage
Has Consumed 5 Improved Essence Sphere: Rune Mage
Has Consumed 5 Greater Essence Sphere: Rune Mage
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Equipment wrote:100,000,000 Gold (from Dulcinea)
Weapons-
1 | Deadly Thoughts- (Weapon, Force, Psychic, 1,900,000 Gold) +2,000 Magical Attack, +2,000 STR, Wielder's Magical Attack actions use MIN as their Prime Attribute, Wielder's Magical Attack bonus capping becomes based on MIN
w/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Text of Al Azif- (Weapon, Book, Darkness & Mystic, 85,000,000 Gold) +85,000 Magical Attack, +85,000 MIN, +85,000 SPI, +425,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 850,000 less MP to cast, 5% inflicts Insanity, 20% Darkspawn Resistance
Armor-
Accessories-
Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times
Nethermind Rune- (Accessory, Rune, Darkness & Psychic & Law, 5,000,000 Gold) +5,600 MIN, Wielder’s turn-order-determining stat becomes Mind, all of wielder’s pets and summons may act on possessor’s turn-order-determining stat’s value instead of their own provided that no opponents are above (Wielder’s Level + 20) or above Level 99
Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
Spells-
Lost Word of Darkness- (Spell, Forbidden Magic, Darkness, 500 MP, 80,000 Gold) +96 Magic Attack, 50% inflicts Impaired: Blind, 50% inflicts Voidstruck, 50% inflicts Impaired: Blind, Voidstruck, and Confusion on caster if caster is not a Darkspawn
Lost Word of Hate- (Spell, Forbidden Magic, Fire, 50 MP, 10,000 Gold) +15 Magic Attack, 30 Fire Damage, 10 Darkness Damage, 5% Confusion: Berserk , 1% User Confusion: Berserk
Lost Word of Pain- (Spell, Forbidden Magic, Darkness, 50 MP, 10,000 Gold) +30 Magic Attack, 20 Darkness Damage, 5% Ignore Defense Under 10,000, 1% Hurts User Also, Ignoring Defense
Maddening Scream- (Spell, Forbidden Magic, Air, 30 MP, 60,000 Gold) +30 Magical Attack, 15% inflicts Confusion, May inflict 1 hit against 6 and deal 1/4 damage
Summon Eldritch Monstrosity- (Spell, Forbidden Magic, Darkness, 800,000 MP, 80,000,000 Gold) Summons 1 Eldritch Monstrosity from the Enemy List, Summons of this spell have a 5000% chance of being uncrontrolled, Max 1 summoned
Carried but not equipped
Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
That Which Lurks in the Time Between Times has been informed of the existence of the secret paths and hidden doors present in this realm of physicality.
o̰̩p̗͖̯̭̰̙͈e͈̺͔̹͚n̷̩͚͓͉̟͙ ͈͕̟̺͚͉t̟̲̲̞h͇e̟ ̩͙̰̟͈̳̺h̻̳̯͢i̥̜̠̭d̗d͓̳͖̗̼̭͈͝e̦n̮͕͜ ̪͍͔̙̦ḓ͇͕̳͖̩ò̙̳̻̟̯͓ơr͘s̢ w̞͙̗̞į̳̪̖t̗̻̝h҉̻ ̢̪̹͖̟t͡ͅh͈̱̤é͇̗̭̻̱̖i̗r͕̮̪̩͚̯ ͎̮f̫̝̰̰͓̹͟o̸̩̬̺̞r̲̜̩̜̳̱͘g͔o̜̮̼͉͔̭̕t̮t̯̯̟e̠̹͞n͚̫̟͍͡ ̳̻͖k̴͕e͙y̪s̲̬͎͚̬̣̬
͏̥
̣̥͎͔̯m͖͚̭̘̥ak̮͉̞͙͟e̯ ̲̯̫͉̲͎ͅmḁ͈n̘̯̣͜ịf̟͘e̲̲̼̼̘̻̬st̝͍̬̩ͅ ̣̠̺t̠͍̮̞̬h̨͈̝̰̱̞e̬͓̯̟̼̫ ̘͙̪̱ke͙̤y̮̫̜̰̺͈ ̣͈̲̼̙̩̣a̮͇̮ͅn̬ḓ̷͔͉̭͓̩ g̡̞͇͓ͅạ̣t̷͍̫̲e̯͕̺͚
̞͇ͅ
̱̲̤͠s̱̤̦̮͡e͇̺̞ț̠ ̡̠t̸͖̠̺̝̮̹̤h̺̻̭͟é̥̙̳͍ ̢͎̞̺̩s͏̰̜̯t͔͎̞͖̗̲͝ạ̠r͔̭͚̺͓s̘͍̹ ͚͔͢ͅḭ̶͚̜̼̭̝n̴̪ ̪͢m̫ó̤͙t͢i̜̗̪͓̲̪̱͡ọ̜̳̫͜n͚̺͎̗͓̜ͅ ̝̟̙͚͇͝ḭ̛͔n̛̟͉̲̻̝̠ ̡͈̹̘ͅu̢̲͓̼n̯̗̰̭̣t̶͚̮͎̺̱͈o͈̗̙͜l̞̯̩̺͍d͓ ͙̺͇͢ͅa̟̭̩̺e̖͚̻̜͕o̖̦̯͜n̜̺̲̠̠͡s̜̳͠ ͙͍̠͖o͖̩̥̰̮f ͇͉p̵á̜̮̫̮̙̯s̙̗̞̼͎t͎̻̰͠ ̙͎̜̕a͈̗̰̝̼͠nd̴̰̠̟̪̩͔ͅ ͙̝͖̤fu͏̲̣̭̟͓̠͇t͜u͡ͅr͉̮e͖̯͠
҉
̙į͉ ̦̦̦͙̤̜a̤͕͕m̮̲̳̻͠ ̝̱̦̥̹̳t̲h̨̺̙e͈͕ ͎͖m͢e͍̼̗̳͟s͍̤̰̖̜̖̤s̹̲̗̣͓e͖n̤͎͢g̟͍̕ͅḙ̲̝ͅr̢̟̺̹
͕͎͍
̹i̺̝͉̹ͅ ̙̻̠̻̼̝a̛̝͕̦̖͕ṃ̰̹̣͓ ̴͍̠͕t̙͎̰h̴̻͎͉͍̤ȩ͕̥ ̬̩̝͉͘k̸͍̟̺͇̻̬e̵̙̪̯̪̥̭̳e̟͚p̳̹̯̳̜̝̖e̼r̀ ̠̝̞̱͕o̝̖f̹̗ ̴̠t̩͖̣̲h͉͍̱̭e̫̜͞ ̭̮̫͇͜k̦̠̜͙̮ey͓̹͕̯̭s
̧̩̮̥̻̠ͅ
̛̜͙̻̭̭̗̞i͔̩͢ ̷̣̘̩̦a̵͖͉m̩̕ ̫̤̞̝̘̩ͅt͖̰̦̱̘h̭̬͓e̷̳͔͚͍̟̫ ̠̙̰̩ͅu̝̤̯n̘̙̤̹͢w̙i̫͖̣n̵͓͎d̶̺͓̻i̧̬̣̱̜̘ng̡ ͍̜͓̗̭òf͈̪͙̭̜̠ ̪̺̳̕t̯̰̪h̵̠̤̭̠e̯ ̟͚̣̤͇c͚̳͓̝̮̝l̲̤̝o͕̜͕̮͖̲͜c͝k҉̰̺̦͇
dun dun duuuuuuuun
This quest started on 23 January 2019
Khashox'ahk'durim, The Eternity Hidden in a Second, That Which Lurks in the Time Between Times (The Nottest of Daves)
Level 19 Outer Lord
Darkspawn, Time
HP: 7,125
MP: 7,125
STR: 133 (7)
AGI: 171 (9)
CON: 285 (15)
MIN: 285 (15)
SPI: 266 (14)
XP- 0
XP Required- 70,000, Special Tasks
Fame- 1
Bonus Weeks: 39
Weeks: 1 Controller, 1 Illusionist, 1 Inscriber, 1 Magewright, 1 Mentalist, 2 Monk, 1 Rune Mage, 1 Scholar
Abilities wrote:Attack:
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Elemental Attack-Conversion: Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Energy- (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.
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, with this increase not bypassing Level-based immunities
Basic Fortune Telling- (Passive Ability, Diviner) All Divining buffs that possessor inflicts that raise stats raise them by an additional 20 points
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's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Ebon Chancellor:
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
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
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
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
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element
Basic 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
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 Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of 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 Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Healer:
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Herald of Lunacy:
Basic Herald of Lunacy Knowledge- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Dark Things Spill from the Minds of the Mad- (World Law, Herald of Lunacy) If an entity is afflicted with Confusion it has a 1% chance at the start of each round to summon a random Darkspawn of equal or lower Level from the Enemy List that is normally fightable for drops, If an entity is afflicted with Insanity it summons a random Darkspawn of equal or lower Level from the Enemy List that is no more than 5 Levels lower than it that is normally fightable for drops, Summons from this ability are uncontrolled if their summoner possesses no Darkspawn allies and is not a Darkspawn.
Darkspawn Traits- (Passive Ability, Herald of Lunacy) Possessor gains Impaired Immunity and Diseased Immunity so long as possessor is a Darkspawn
Madness Takes Its Toll- (World Law, Herald of Lunacy) Entities afflicted with Insanity are treated as though dead for purposes of victory conditions
Writhing Tentacles- (Passive Ability, Herald of Lunacy) If possessor is a Darkspawn, possessor gains +150 Melee Attack
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
Inscriber:
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Status Effects- (Passive Ability, Inscriber) Possessor's existing Resistances to minor negative status effects are increased by 1% if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Kensei:
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Mentalist:
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Hypnotist- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Mind Lord:
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Elemental Attack-Conversion: Psychic- (Technique Ability, Mind Lord) Possessor may use 'Elemental Attack-Conversion: Psychic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Psychic element and no other technique is used. Said action becomes solely the element Psychic.
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Psychic- (Passive Ability, Mind Lord) Possessor may use the Technique 'Elemental Attack-Conversion: Psychic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Psychic element.
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Dweller of Airless Caverns- (Passive Ability, Mountain King) Possessor gains Suffocation Immunity against sources below Level 40 while possessor is in a Zone of Earth
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Mineralsense- (Passive Ability, Mountain King) Possessor gains +10% To Hit against Earth element targets with a Dodge value below 60%
Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20
Ocean Prince:
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Elemental Attack-Conversion: Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Water- (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
Priest:
Not currently a Devout Worshipper of any Deity
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Sermon-Tied Spell- (Technique Ability, Priest) Possessor may use Sermon-Tied Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Divine Magic spell is cast as part of said action. Possessor gains +50 Magical Attack for purposes of said action if possessor is either using a spell that requires possessor to have one of possessor's patron deities or if possessor is targeting a fellow worshipper of one of possessor's patron deities with said action.
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 Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
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
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of 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 Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Snow Queen:
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ice Synchronization, 5 other Snow Queen abilities
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Thief:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
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 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
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
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
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Transmuter:
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
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
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 Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.\
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warrior:
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Wizard:
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 Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
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
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Other: Rune Mage:
Apprentice Rune Magic Attunement- (Passive Ability, Other: Rune Mage) Possessor's Damage-dealing Rune Magic spells deal an additional 250 points, Rune Magic spells cost possessor 30 less MP to cast, All of possessor's Rune Magic summons gain +50 to all stats
Basic Knowledge of Defensive Runes- (Passive Ability, Other: Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Basic Rune Magic Attunement- (Passive Ability, Other: Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Empowered by Runic Circles- (Passive Ability, Other: Rune Mage) Possessor gains +200 to all stats if possessor possesses a Circle Effect that was created through a Rune Magic spell
Knowledge of Advanced Rune Inscription Techniques- (Passive Ability, Other: Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 15 without possessor's consent
Knowledge of Common Rune Inscription Techniques- (Passive Ability, Other: Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 5 without possessor's consent
Knowledge of Runes- (Passive Ability, Other: Rune Mage) Possessor gains +200 MIN if possessor has a Rune equipped and at least 2 Rune Magic spells equipped
Shielded By Runic Circles- (Passive Ability, Other: Rune Mage) Possessor gains +1,000 Defense if possessor possesses a Circle Effect that was created through a Rune Magic spell
Understanding of Common Practices of Theoretical Rune Magic- (Passive Ability, Other: Rune Mage) Possessor gains +500 MIN, Possessor gains an additional +300 MIN if possessor has at least two Rune Magic spells equipped
Other: Time Mage:
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Awards-
Has used 10 Manual of A Thousand Arts
Has Consumed 5 Attunement Book: Countess of Power
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Attunement Book: Mentalist
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Rune Mage
Has Consumed 5 Attunement Book: Snow Queen
Has Consumed 5 Attunement Book: Summoner
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warlock
Has Consumed 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Inscriber
Has Consumed 5 Improved Essence Sphere: Inscriber
Has Consumed 5 Greater Essence Sphere: Inscriber
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Rune Mage
Has Consumed 5 Improved Essence Sphere: Rune Mage
Has Consumed 5 Greater Essence Sphere: Rune Mage
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Equipment wrote:100,000,000 Gold (from Dulcinea)
Weapons-
1 | Deadly Thoughts- (Weapon, Force, Psychic, 1,900,000 Gold) +2,000 Magical Attack, +2,000 STR, Wielder's Magical Attack actions use MIN as their Prime Attribute, Wielder's Magical Attack bonus capping becomes based on MIN
w/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Text of Al Azif- (Weapon, Book, Darkness & Mystic, 85,000,000 Gold) +85,000 Magical Attack, +85,000 MIN, +85,000 SPI, +425,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 850,000 less MP to cast, 5% inflicts Insanity, 20% Darkspawn Resistance
Armor-
Accessories-
Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times
Nethermind Rune- (Accessory, Rune, Darkness & Psychic & Law, 5,000,000 Gold) +5,600 MIN, Wielder’s turn-order-determining stat becomes Mind, all of wielder’s pets and summons may act on possessor’s turn-order-determining stat’s value instead of their own provided that no opponents are above (Wielder’s Level + 20) or above Level 99
Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
Spells-
Lost Word of Darkness- (Spell, Forbidden Magic, Darkness, 500 MP, 80,000 Gold) +96 Magic Attack, 50% inflicts Impaired: Blind, 50% inflicts Voidstruck, 50% inflicts Impaired: Blind, Voidstruck, and Confusion on caster if caster is not a Darkspawn
Lost Word of Hate- (Spell, Forbidden Magic, Fire, 50 MP, 10,000 Gold) +15 Magic Attack, 30 Fire Damage, 10 Darkness Damage, 5% Confusion: Berserk , 1% User Confusion: Berserk
Lost Word of Pain- (Spell, Forbidden Magic, Darkness, 50 MP, 10,000 Gold) +30 Magic Attack, 20 Darkness Damage, 5% Ignore Defense Under 10,000, 1% Hurts User Also, Ignoring Defense
Maddening Scream- (Spell, Forbidden Magic, Air, 30 MP, 60,000 Gold) +30 Magical Attack, 15% inflicts Confusion, May inflict 1 hit against 6 and deal 1/4 damage
Summon Eldritch Monstrosity- (Spell, Forbidden Magic, Darkness, 800,000 MP, 80,000,000 Gold) Summons 1 Eldritch Monstrosity from the Enemy List, Summons of this spell have a 5000% chance of being uncrontrolled, Max 1 summoned
Carried but not equipped
Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
That Which Lurks in the Time Between Times has been informed of the existence of the secret paths and hidden doors present in this realm of physicality.
o̰̩p̗͖̯̭̰̙͈e͈̺͔̹͚n̷̩͚͓͉̟͙ ͈͕̟̺͚͉t̟̲̲̞h͇e̟ ̩͙̰̟͈̳̺h̻̳̯͢i̥̜̠̭d̗d͓̳͖̗̼̭͈͝e̦n̮͕͜ ̪͍͔̙̦ḓ͇͕̳͖̩ò̙̳̻̟̯͓ơr͘s̢ w̞͙̗̞į̳̪̖t̗̻̝h҉̻ ̢̪̹͖̟t͡ͅh͈̱̤é͇̗̭̻̱̖i̗r͕̮̪̩͚̯ ͎̮f̫̝̰̰͓̹͟o̸̩̬̺̞r̲̜̩̜̳̱͘g͔o̜̮̼͉͔̭̕t̮t̯̯̟e̠̹͞n͚̫̟͍͡ ̳̻͖k̴͕e͙y̪s̲̬͎͚̬̣̬
͏̥
̣̥͎͔̯m͖͚̭̘̥ak̮͉̞͙͟e̯ ̲̯̫͉̲͎ͅmḁ͈n̘̯̣͜ịf̟͘e̲̲̼̼̘̻̬st̝͍̬̩ͅ ̣̠̺t̠͍̮̞̬h̨͈̝̰̱̞e̬͓̯̟̼̫ ̘͙̪̱ke͙̤y̮̫̜̰̺͈ ̣͈̲̼̙̩̣a̮͇̮ͅn̬ḓ̷͔͉̭͓̩ g̡̞͇͓ͅạ̣t̷͍̫̲e̯͕̺͚
̞͇ͅ
̱̲̤͠s̱̤̦̮͡e͇̺̞ț̠ ̡̠t̸͖̠̺̝̮̹̤h̺̻̭͟é̥̙̳͍ ̢͎̞̺̩s͏̰̜̯t͔͎̞͖̗̲͝ạ̠r͔̭͚̺͓s̘͍̹ ͚͔͢ͅḭ̶͚̜̼̭̝n̴̪ ̪͢m̫ó̤͙t͢i̜̗̪͓̲̪̱͡ọ̜̳̫͜n͚̺͎̗͓̜ͅ ̝̟̙͚͇͝ḭ̛͔n̛̟͉̲̻̝̠ ̡͈̹̘ͅu̢̲͓̼n̯̗̰̭̣t̶͚̮͎̺̱͈o͈̗̙͜l̞̯̩̺͍d͓ ͙̺͇͢ͅa̟̭̩̺e̖͚̻̜͕o̖̦̯͜n̜̺̲̠̠͡s̜̳͠ ͙͍̠͖o͖̩̥̰̮f ͇͉p̵á̜̮̫̮̙̯s̙̗̞̼͎t͎̻̰͠ ̙͎̜̕a͈̗̰̝̼͠nd̴̰̠̟̪̩͔ͅ ͙̝͖̤fu͏̲̣̭̟͓̠͇t͜u͡ͅr͉̮e͖̯͠
҉
̙į͉ ̦̦̦͙̤̜a̤͕͕m̮̲̳̻͠ ̝̱̦̥̹̳t̲h̨̺̙e͈͕ ͎͖m͢e͍̼̗̳͟s͍̤̰̖̜̖̤s̹̲̗̣͓e͖n̤͎͢g̟͍̕ͅḙ̲̝ͅr̢̟̺̹
͕͎͍
̹i̺̝͉̹ͅ ̙̻̠̻̼̝a̛̝͕̦̖͕ṃ̰̹̣͓ ̴͍̠͕t̙͎̰h̴̻͎͉͍̤ȩ͕̥ ̬̩̝͉͘k̸͍̟̺͇̻̬e̵̙̪̯̪̥̭̳e̟͚p̳̹̯̳̜̝̖e̼r̀ ̠̝̞̱͕o̝̖f̹̗ ̴̠t̩͖̣̲h͉͍̱̭e̫̜͞ ̭̮̫͇͜k̦̠̜͙̮ey͓̹͕̯̭s
̧̩̮̥̻̠ͅ
̛̜͙̻̭̭̗̞i͔̩͢ ̷̣̘̩̦a̵͖͉m̩̕ ̫̤̞̝̘̩ͅt͖̰̦̱̘h̭̬͓e̷̳͔͚͍̟̫ ̠̙̰̩ͅu̝̤̯n̘̙̤̹͢w̙i̫͖̣n̵͓͎d̶̺͓̻i̧̬̣̱̜̘ng̡ ͍̜͓̗̭òf͈̪͙̭̜̠ ̪̺̳̕t̯̰̪h̵̠̤̭̠e̯ ̟͚̣̤͇c͚̳͓̝̮̝l̲̤̝o͕̜͕̮͖̲͜c͝k҉̰̺̦͇
dun dun duuuuuuuun
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Re: Claiming Forgotten Keys, Opening Secret Doors
Lord Gadigan wrote: Where are you trying to do this? Your Outer Realm?
The Nottest of Daves wrote: Sure, let's start there. We can move on to somewhere else if the search proves fruitless.
Lord Gadigan wrote: The search there is, unfortunately, fruitless. These are somewhat like Mana Sparks and hard to just go find usually.
Feel free to create a basic description of your Outer Realm if you want. It's probably not much bigger than a standard suburban block with a few houses on it given your Level.
Otherwise, declare where (if anywhere) you're going and searching next.
N.B. The above description may be relevant to the Places Thread, should Outer Realms deserve their own entries in it.The Nottest of Daves wrote: Atop a glacier, whose sharp edges fall off into darkness so deep no light penetrates to reveal their end, stands a jagged monolith of greasy green-black stone, winds whipping across it sounding as the wails, moans, and gnashing of teeth of the tortured or insane. Carried upon the wind are razor-sharp shards of ice, shaving not hair or flesh, but the tenuous grip upon sanity of those unfortunate enough to be thrown to its torturous embrace. Approaching the monolith reveals that its windblown face is carved with impossible shapes, non-euclidean fractals almost appearing to writhe and shift across its surface, but only when the observer does not gaze upon it. At the base of the monolith stands an empty plinth of the same rock, carved with the one hundred and one secret names of the manifestation of this qlippothic realm, where madness lurks and screeches in the frozen darkness.
------
Given the small size of its current Realm, That Which Lurks in the Time Between Times decides to relocate its search, choosing Nexus University as its next destination.
Lord Gadigan wrote: Which one?
The Nexus Academy for Magical Arts (aka the Imperial Mage's Academy), which is what I think you most likely mean since it's the University mentioned in Nexus's description and has been visited a few times?
Disc 101, which kind of serves that purpose too?
The literal place 'Nexus University', which exists on the top Disc, but hasn't been visited yet?
The Nexus Academy of the Culinary Arts?
The Former-Hippo-Kin Career Academy that now has mini-islands everywhere?
One of the others? (There's several in town and on other discs that are easily searchable.)
The Nottest of Daves wrote: The literal place 'Nexus University', which exists on the top Disc, but hasn't been visited yet.
Lord Gadigan wrote: That Which Lurks arrives in Nexus and finds the university generally bustling. Though it suffered destruction back during the Crisis, it is reconstructed and classes are ongoing once more. The campus is ringed by tall dromitory buildings and parks, with a few shopping districts outside them. Beyond that, a variety of halls filled with classrooms and libraries are scattered around a large, green space that is dappled with eternally-Fall-seasoned trees. At the center of campus, floating atop inverted pyramids (which themselves are suspended about sixty feet in the air above teleporter pads), are three skyscraper-like structures ringing a large, silver sphere. The campus mostly seems to contain college-aged individuals, the majority of them Human, Dawrf, Gnome, Elf, or Yakfolk, but individuals of other ages and species are present.
What form is That Which Lurks currently in, and what is it doing?
The Nottest of Daves wrote: Lurky is currently concealed in a vaguely humanoid shape, wrapped in robes, face concealed beneath a smooth silver mask. He makes his way along the paths to the closest library, taking the shadiest route along the way. His more esoteric senses are being fully exercised, doing his best to locate any sign of Forgotten Keys being nearby.
Lord Gadigan wrote: He makes his way along the paths, concealed by masks and robes, passing by crowds of students heading to classes and to other places. Taking a meandering, shady route beneath the color-dappled trees, he eventually reaches the Vortha Paladarnes Library for Nexite Nonfiction, one of several on-campus libraries. He notices based on some plaques near the door that this is a library built in honor of a Nexite scholar who donated to the university, and its purpose is to hold non-fiction books written by residents of Nexus. He has not, however, detected any forgotten keys.
The Nottest of Daves wrote: He will enter the library anyway, interested to peruse their annals of Nexite psychology, curious about what makes these fleeting mortals continue their feeble lives despite the incredible powers tearing away at the very foundations of their existence.
Lord Gadigan wrote: That Which Lurks enters the library. The front area has a small bench, behind which a security guard with a blue cap bearing the university logo sits. He motions for Lurky to either show an ID card or sign in on a register.
Behind him, a set of glass double-doors opens to one of what appears to be several floors of shelf-and-desk-filled library space, going both up two stories (as visible from the outside) and down an unknown number into the ground below. Carpeting in there is a deep auburn, and lighting comes from red-yellow electro-torches, as well as mentally controllable desk lamps (plus windows on the upper stories).
The Nottest of Daves wrote: He approaches the desk, inspects the sign-in registry, and writes in the name "Jack Durham".
Lord Gadigan wrote: For purposes of his examination, what diviner abilities does he have?
The Nottest of Daves wrote: 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, with this increase not bypassing Level-based immunities
Basic Fortune Telling- (Passive Ability, Diviner) All Divining buffs that possessor inflicts that raise stats raise them by an additional 20 points
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's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Lord Gadigan wrote: His divinatory senses ping, as does his danger sense, a minor amount. After a moment's consideration, he determines that this sign-in register has inbuilt divination properties that reveal false names signed on it. Even a low-Level Illusionist, Thief, or Ethereal Mage could probably foil it, but without some manner of masking applied, it would give away the pseudonym and likely trigger questioning from the guard.
He gets 200 XP for detecting the register's power.
The Nottest of Daves wrote: He has the following Thief abilities:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
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 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
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
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
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Does he judge them sufficient to conceal his false name?
Lord Gadigan wrote: Since he scanned the divination feature, he thinks he's probably able to make it work with that skillset. The odds are, by hid judgment, in his favor. Proceeding?
The Nottest of Daves wrote: Indeed. He proceeds to sign his false name, "Jack Durham".
Lord Gadigan wrote: That Which Lurks signs using the false name. The register doesn't signal anything, and the guard nods him through. Looks like it worked!
He gets-
Possesses a Pseudonym- (Passive Ability, Thief) Possessor's stats cannot be scanned by sources below Level 5
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
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Re: Claiming Forgotten Keys, Opening Secret Doors
The Nottest of Daves wrote: He proceeds through the indicated portal, and begins his search for a reference desk, informational kiosk, or card catalog system to begin his search for literary materials.
Lord Gadigan wrote: He enters, and he finds both a card catalog and a reference desk on the ground floor. The reference desk is tucked in a corner off to the right, past a few rows of shelves, whereas the card catalog is forwards, to the right of a staircase going down a floor.
The Nottest of Daves wrote: He will head for the reference desk first.
Lord Gadigan wrote: A woman with dark black hair and horn-rimmed glasses asks if he requires assistance locating a particular tome.
The Nottest of Daves wrote: "I s͡ea͞rc̡h͝ f̷or ̛the ͠t̷o͜męs̴ ŕeg̛a̵rdi̕n̵g p̸sy͡c͡hol̶ogy̴, m͟i̛st̴rȩs͏s ͡of ̢in̢f͟orm͢at̴i͢ơn."
Lord Gadigan wrote: She seems slightly unnerved by something in his voice, but nods. "Psychology books are on the fourth basement level, off in the section with the blue reading chairs."
The Nottest of Daves wrote: He nods in thanks.
He then turns and departs, heading down the stairs he spotted previously, next to the card catalog.
Lord Gadigan wrote: He heads down a floor. The underground levels are darker than the ones with windows, but not significantly so; there are enough lamps spread around them to prevent the environment from being hard to read in. Heading down three more layers?
The Nottest of Daves wrote: He continues downward the additional levels. Should it for some reason become too dark to see, he will rely on magical echolocation to navigate.
Lord Gadigan wrote: He makes it down three more levels, and it looks like there are stairs down at least one more, probably several. He spots the area with the blue chairs, though, and can see the titles of psychology-related books, like 'The Minds of Nonunique Beings', 'A Study of Citizens from Different Discs', 'Coping with Life In Regions with Aggressive Spawn Tables: A Case Study', 'The Psychology of the Psionically-Affected', and 'How The Mind Works'.
The Nottest of Daves wrote: He will first peruse 'How the Mind Works'. This is his most fundamental question, after all.
Lord Gadigan wrote: He reads the book. It seems like a fairly standard study on psychology, with some basic detours about neuroscience, the Mind stat, and how the mind relates to mana patterns.
Is he settling in and taking the time to read the whole thing thoroughly, or is he just leafing through?
The Nottest of Daves wrote: He will settle in for a thorough reading on the topic. This sounds quite enlightening!
Lord Gadigan wrote: Reading the book takes a while, but he comes out of it thinking he has a better understanding of the subject.
He gets:
Knows the Fundamentals of Psychology- (Passive Ability, Scholar) +15 MIN
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
If he spends much more time doing detailed reading, the thread may start requiring him to spend actual weeks in it to get these sorts of things.
The Nottest of Daves wrote: He will peruse the other texts, starting with 'The Minds of Nonunique Beings', and will decide if any of them are worth reading further after that.
Lord Gadigan wrote: That one seems to relate to the limitations placed on the comprehension and range of learning of nonunique beings, particularly dungeon spawns and townspeople who are designated to repeat one routine again and again. It looks like the later parts include some potentially-interesting studies about psychological experiments performed on different instances of the same nonunique being, sometimes ones spawned in entirely different regions.
The Nottest of Daves wrote: Lurky will be reading this one, yes he will. That sounds eminently important for his future works...
Lord Gadigan wrote: It picks up:
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
'Has Read the Book 'The Minds of Nonunique Beings''
If he already had the above ability, he might have gotten something slightly different, but it looks like he picked up that general (but important) knowledge from it.
The Nottest of Daves wrote: Jack Durham takes a look at the summary of 'A Study of Citizens from Different Discs' next.
Lord Gadigan wrote: This one deals with the common properties of Nexus residents, particularly Humans, spawned on different discs, highlighting different sets of common preferences, cultural norms, and inbuilt psychological responses. Going for a more in-depth read of it?
The Nottest of Daves wrote: He does not. Instead, he decides to read through the abstract for 'Coping with Life In Regions with Aggressive Spawn Tables: A Case Study'.
Lord Gadigan wrote: This one seems to relate to three different categories of generally-weak villager-type spawns who appear in areas with aggressively dangerous spawned creatures - with multiple case-study examples of each. The first group is generally unaware of the danger and tends to just get cycle-replaced over time, with some exceptions that spawn with tags that get them ignored by the monsters. The second is aware of the danger, but lacks the ability to adapt, plan, or deal with it in any way, and ends up generally meeting a similar fate, with some exceptions that hole up in smaller sub-areas. The third, which the most time and text is spent on, is the least common - individuals able to adapt their routines and learn new skills (still with limits) who try to create work-arounds for the dangerous spawned creatures (of varying success or failure depending on the case in question).
Focusing on that one?
The Nottest of Daves wrote: Yes, he will read this full report. Best to know how the residents of an area may end up responding to sudden and strange danger.
Lord Gadigan wrote: He reads the book and picks up some more basic knowledge:
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
'Has Read the Book 'Coping with Life In Regions with Aggressive Spawn Tables: A Case Study''
The Nottest of Daves wrote: (As it turns out, he's already picked up that ability from training. Not sure what you want to do to handle that one...)
Finally, he turns to inspect the summary of the final text: 'The Psychology of the Psionically-Affected'.
Lord Gadigan wrote: Since it looks like he had that at the start of the quest and it is in his ability post, he instead gets:
General Understanding of the Psychology of Spawned Humans- (Passive Ability, Scholar) +100 MIN
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, General, Knows the Fundamentals of Psychology
Cost: 300,000 Gold, 2 Weeks
The last book seems to delve into the lingering mental effects of repeated psi use on individuals, particularly the use of charm, memory-editing, and emotion-based powers (including fear).
The Nottest of Daves wrote: "Jack" reads the book!
Lord Gadigan wrote: He gets
Lingering Mental Influence- (Passive Ability, Mentalist) Up to (Possessor's Level) times per battle when one of possessor's opponents recovers from a minor negative status effect that possessor was the source of that is either Charm or Confusion or one of their sub-status effects, possessor may choose to have a 20% chance of inflicting Charm, Confusion, Confusion: Depression, or Confusion: Fear on that opponent
Requires: Basic Psychic Power Attunement, General Understanding of the Psychology of Spawned Humans
Cost: 200,000 Gold, 2 Weeks
And the award for reading that book.
The Nottest of Daves wrote: The books are returned to their appropriate receptacles, and "Jack" departs the library to continue his search of the grounds for any sign of Forgotten Keys. He decides to take a counterclockwise spiral path around the campus as he resumes his search.
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BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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This is my MODERATION color, if you see this, pay attention.
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Re: Claiming Forgotten Keys, Opening Secret Doors
Lord Gadigan wrote: The reading has taken a while, and it is now night. Campus is quieter, though a variety of students are still engaged in activities around the campus. The wandering path takes 'Jack' through several tree-filled areas and around campus buildings, but he does not locate any Forgotten Keys. He does, however, spy a lone shoe lost in some bushes.
The Nottest of Daves wrote: 'Jack' will approach this shoe to investigate, using his divinatory powers to inspect the shoe for dangerous attached effects.
Lord Gadigan wrote: He sees that it has minor offensive magic to it, but none that is likely to activate against him unless he smacks himself in the face with it or something. Looks like it is enchanted to make rather loud smacking noises when it impacts something.
Loud Distraction-Shoe- (Accessoryx.5, Shoes, Air & Physical, 5,700 Gold) +5 Ranged Attack, +5 Magical Attack, If wielder conducts an attack that hits a target, up to 30 of that target's allies obtain -2% To Hit as a non-stacking debuff until the end of the round
The Nottest of Daves wrote: He ponders its use as a distraction, then picks it up, in case he should need one. He then continues along this path until something notable is encountered (like an interesting building or the edge of campus).
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Claiming Forgotten Keys, Opening Secret Doors
L̶̥̒ͅủ̸̙͕̅͌r̶̻̬͉̾k̶̥̦͑y̸̤͖͂͘ͅ ̴̪̹̂̏̕ẁ̵̜̍ȃ̶͍̽i̷͎͈̓̌̆t̴̨̛͎̣s̴͎̏̅̃ ̷͚͕̲̍̋w̸̨̬͛î̸͚̩t̵̪͇̠̉h̷̥̖͔́͆̚ĩ̷̧̮͖n̶̢̲͊̚͝ ̵̻̘̍̋t̸̛̮́̇h̵͓̮̅̆̑e̸͎̘̎ ̵̀̈́͜e̶̦͇̥͐m̸͕̫͙̐̈p̴̩̠͑t̴͎̮̎̈́̂y̴̎̃ͅ ̵̨̹̙͋͐̃d̸̲̫̋͊ͅa̵̢̠̪͆̄̓r̵͖̺̬͂̄ķ̸̬̖̆ṉ̵̺͙̅͆̚e̶̢̫̹͌̌͝ś̴̤͈͂̚s̵̗̩̎̓͘͜,̶̲͎̾̋͑͜ ̶̳̳͘͜č̴̨̊ö̵̻̹̟́n̶̗̈́̎s̵̤̅ų̸̺̺̏m̶̦̬̩̔ḛ̴͕̤́̂d̵͈͗̓ ̴̖̟̣̐͒͘b̴̗͋̿̑y̶͍͖̗̍̀͒ ̴̲̬̈́w̴̢̱̎̓o̴̝̹͎̅͝r̸͎̎d̴̹́̒s̸̻͎̱̿̒͘
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Claiming Forgotten Keys, Opening Secret Doors
Lurky gets-
Lurking Behind Mortal Guise- (Passive Ability, Herald of Lunacy) Possessor may, at the start of a thread, if possessor is a Darkspawn, Outer Terror, Demon, Arch-Demon, Devil, Arch-Devil, Daemon, Arch-Daemon, or Fiend, obtain a non-stacking buff that makes its possessor solely the subtype Human. When this buff is removed, possessor may choose to have a 100% chance of inflicting Confusion, Confusion: Fear, Stat Drain: MIN Drain, and Stat Drain: SAN Drain on up to 30 targets.
Form of University Professor- (Stance Ability, Weirdworker) If possessor is a Human, possessor gains +300 MIN and +5 Fame
Lurking Behind Mortal Guise- (Passive Ability, Herald of Lunacy) Possessor may, at the start of a thread, if possessor is a Darkspawn, Outer Terror, Demon, Arch-Demon, Devil, Arch-Devil, Daemon, Arch-Daemon, or Fiend, obtain a non-stacking buff that makes its possessor solely the subtype Human. When this buff is removed, possessor may choose to have a 100% chance of inflicting Confusion, Confusion: Fear, Stat Drain: MIN Drain, and Stat Drain: SAN Drain on up to 30 targets.
Form of University Professor- (Stance Ability, Weirdworker) If possessor is a Human, possessor gains +300 MIN and +5 Fame
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Re: Claiming Forgotten Keys, Opening Secret Doors
Thread moved for updating.
- Ordo Hereticus
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- Location: Sanctum Prioris, Holy Terra
Re: Claiming Forgotten Keys, Opening Secret Doors
Lurky gains:13:52] Gadigan: Lurky post
[13:55] Ordo Hereticus: Gad, as per Outer Lord rules: * An Outer Lord's subtype may not be changed by things that do not specifically modify the subtype of Outer Lords.
[13:55] Ordo Hereticus: the ability you gave Lurky doesn't actually do anything
[13:56] Caelzeph: Screw the rules, I have gͣͥ͑l̍́ͩiͤ͂ͪt̋́̒c͊̍ͣhͯ̋̉eͭ̒̔s̃̄͗
[13:56] Gadigan: Hm
[13:57] Gadigan: Became a University Professor During a Reality Glitch- (Passive Ability, Blessing) Possessor's subtype may, with possessor's permission, be modified by the passive ability 'Lurking Behind Mortal Guise' if possessor is in 'Form of University Professor' Stance.
[13:57] Gadigan: Give him that
[13:57] Gadigan: And post this bit in the thread
[13:57] Gadigan: Thank you
Became a University Professor During a Reality Glitch- (Passive Ability, Blessing) Possessor's subtype may, with possessor's permission, be modified by the passive ability 'Lurking Behind Mortal Guise' if possessor is in 'Form of University Professor' Stance.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Claiming Forgotten Keys, Opening Secret Doors
Summary
Lurky gains:
200 XP
Became a University Professor During a Reality Glitch- (Passive Ability, Blessing) Possessor's subtype may, with possessor's permission, be modified by the passive ability 'Lurking Behind Mortal Guise' if possessor is in 'Form of University Professor' Stance.
Lurking Behind Mortal Guise- (Passive Ability, Herald of Lunacy) Possessor may, at the start of a thread, if possessor is a Darkspawn, Outer Terror, Demon, Arch-Demon, Devil, Arch-Devil, Daemon, Arch-Daemon, or Fiend, obtain a non-stacking buff that makes its possessor solely the subtype Human. When this buff is removed, possessor may choose to have a 100% chance of inflicting Confusion, Confusion: Fear, Stat Drain: MIN Drain, and Stat Drain: SAN Drain on up to 30 targets.
Lingering Mental Influence- (Passive Ability, Mentalist) Up to (Possessor's Level) times per battle when one of possessor's opponents recovers from a minor negative status effect that possessor was the source of that is either Charm or Confusion or one of their sub-status effects, possessor may choose to have a 20% chance of inflicting Charm, Confusion, Confusion: Depression, or Confusion: Fear on that opponent
Requires: Basic Psychic Power Attunement, General Understanding of the Psychology of Spawned Humans
Cost: 200,000 Gold, 2 Weeks
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
General Understanding of the Psychology of Spawned Humans- (Passive Ability, Scholar) +100 MIN
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, General, Knows the Fundamentals of Psychology
Cost: 300,000 Gold, 2 Weeks
Knows the Fundamentals of Psychology- (Passive Ability, Scholar) +15 MIN
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
Possesses a Pseudonym- (Passive Ability, Thief) Possessor's stats cannot be scanned by sources below Level 5
Form of University Professor- (Stance Ability, Weirdworker) If possessor is a Human, possessor gains +300 MIN and +5 Fame
Loud Distraction-Shoe- (Accessoryx.5, Shoes, Air & Physical, 5,700 Gold) +5 Ranged Attack, +5 Magical Attack, If wielder conducts an attack that hits a target, up to 30 of that target's allies obtain -2% To Hit as a non-stacking debuff until the end of the round
'Has Read the Book 'How The Mind Works''
'Has Read the Book 'The Minds of Nonunique Beings''
'Has Read the Book 'Coping with Life In Regions with Aggressive Spawn Tables: A Case Study''
'Has Read the Book 'The Psychology of the Psionically-Affected''
PPT
The Outer Realms:
->The Outer Realm of Khashox'ahk'durim, The Eternity Hidden In A Second, That Which Lurks In The Time Between Times Reference Link
"Atop a glacier, whose sharp edges fall off into darkness so deep no light penetrates to reveal their end, stands a jagged monolith of greasy green-black stone, winds whipping across it sounding as the wails, moans, and gnashing of teeth of the tortured or insane. Carried upon the wind are razor-sharp shards of ice, shaving not hair or flesh, but the tenuous grip upon sanity of those unfortunate enough to be thrown to its torturous embrace. Approaching the monolith reveals that its windblown face is carved with impossible shapes, non-euclidean fractals almost appearing to writhe and shift across its surface, but only when the observer does not gaze upon it. At the base of the monolith stands an empty plinth of the same rock, carved with the one hundred and one secret names of the manifestation of this qlippothic realm, where madness lurks and screeches in the frozen darkness."
Notable Locations of Disc 1:
->Nexus University Reference Link
"The campus is ringed by tall dromitory buildings and parks, with a few shopping districts outside them. Beyond that, a variety of halls filled with classrooms and libraries are scattered around a large, green space that is dappled with eternally-Fall-seasoned trees. At the center of campus, floating atop inverted pyramids (which themselves are suspended about sixty feet in the air above teleporter pads), are three skyscraper-like structures ringing a large, silver sphere. The campus mostly seems to contain college-aged individuals, the majority of them Human, Dwarf, Gnome, Elf, or Yakfolk, but individuals of other ages and species are present."
->->Vortha Paladarnes Library for Nexite Nonfiction Reference Link
"He notices based on some plaques near the door that this is a library built in honor of a Nexite scholar who donated to the university, and its purpose is to hold non-fiction books written by residents of Nexus."
Vortha Paladarnes (Human & Elemental, Level 55) Reference Link
A Nexite Scholar who donated to Nexus University, and had a library named in their honor.
Sam Johnston (Human, Level 4) Reference Link
A security guard with a blue cap bearing the university logo. He is responsible for having patrons show an ID card or sign into a registry before entry.
Verita Lynthe (Human, Level 4) Reference Link
A woman with dark black hair and horn-rimmed glasses. She is responsible for assisting patrons in locating a particular tome.
The Registry Book of the Vortha Paladarnes Library for Nexite Nonfiction Reference Link
A book with inbuilt divination abilities to recognize the signature of false names into its pages. This ability can be foiled by a low-level Illusionist, Thief, or Veilwalker.
How the Mind Works Reference Link
It seems like a fairly standard study on psychology, with some basic detours about neuroscience, the Mind stat, and how the mind relates to mana patterns.
The Minds of Nonunique Beings Reference Link
That one seems to relate to the limitations placed on the comprehension and range of learning of nonunique beings, particularly dungeon spawns and townspeople who are designated to repeat one routine again and again. It looks like the later parts include some potentially-interesting studies about psychological experiments performed on different instances of the same nonunique being, sometimes ones spawned in entirely different regions.
A Study of Citizens from Different Discs Reference Link
This one deals with the common properties of Nexus residents, particularly Humans, spawned on different discs, highlighting different sets of common preferences, cultural norms, and inbuilt psychological responses.
Coping with Life In Regions with Aggressive Spawn Tables: A Case Study Reference Link
This one seems to relate to three different categories of generally-weak villager-type spawns who appear in areas with aggressively dangerous spawned creatures - with multiple case-study examples of each. The first group is generally unaware of the danger and tends to just get cycle-replaced over time, with some exceptions that spawn with tags that get them ignored by the monsters. The second is aware of the danger, but lacks the ability to adapt, plan, or deal with it in any way, and ends up generally meeting a similar fate, with some exceptions that hole up in smaller sub-areas. The third, which the most time and text is spent on, is the least common - individuals able to adapt their routines and learn new skills (still with limits) who try to create work-arounds for the dangerous spawned creatures (of varying success or failure depending on the case in question).
The Psychology of the Psionically-Affected Reference Link
The last book seems to delve into the lingering mental effects of repeated psi use on individuals, particularly the use of charm, memory-editing, and emotion-based powers (including fear).
Lurky gains:
200 XP
Became a University Professor During a Reality Glitch- (Passive Ability, Blessing) Possessor's subtype may, with possessor's permission, be modified by the passive ability 'Lurking Behind Mortal Guise' if possessor is in 'Form of University Professor' Stance.
Lurking Behind Mortal Guise- (Passive Ability, Herald of Lunacy) Possessor may, at the start of a thread, if possessor is a Darkspawn, Outer Terror, Demon, Arch-Demon, Devil, Arch-Devil, Daemon, Arch-Daemon, or Fiend, obtain a non-stacking buff that makes its possessor solely the subtype Human. When this buff is removed, possessor may choose to have a 100% chance of inflicting Confusion, Confusion: Fear, Stat Drain: MIN Drain, and Stat Drain: SAN Drain on up to 30 targets.
Lingering Mental Influence- (Passive Ability, Mentalist) Up to (Possessor's Level) times per battle when one of possessor's opponents recovers from a minor negative status effect that possessor was the source of that is either Charm or Confusion or one of their sub-status effects, possessor may choose to have a 20% chance of inflicting Charm, Confusion, Confusion: Depression, or Confusion: Fear on that opponent
Requires: Basic Psychic Power Attunement, General Understanding of the Psychology of Spawned Humans
Cost: 200,000 Gold, 2 Weeks
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
General Understanding of the Psychology of Spawned Humans- (Passive Ability, Scholar) +100 MIN
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, General, Knows the Fundamentals of Psychology
Cost: 300,000 Gold, 2 Weeks
Knows the Fundamentals of Psychology- (Passive Ability, Scholar) +15 MIN
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
Possesses a Pseudonym- (Passive Ability, Thief) Possessor's stats cannot be scanned by sources below Level 5
Form of University Professor- (Stance Ability, Weirdworker) If possessor is a Human, possessor gains +300 MIN and +5 Fame
Loud Distraction-Shoe- (Accessoryx.5, Shoes, Air & Physical, 5,700 Gold) +5 Ranged Attack, +5 Magical Attack, If wielder conducts an attack that hits a target, up to 30 of that target's allies obtain -2% To Hit as a non-stacking debuff until the end of the round
'Has Read the Book 'How The Mind Works''
'Has Read the Book 'The Minds of Nonunique Beings''
'Has Read the Book 'Coping with Life In Regions with Aggressive Spawn Tables: A Case Study''
'Has Read the Book 'The Psychology of the Psionically-Affected''
PPT
The Outer Realms:
->The Outer Realm of Khashox'ahk'durim, The Eternity Hidden In A Second, That Which Lurks In The Time Between Times Reference Link
"Atop a glacier, whose sharp edges fall off into darkness so deep no light penetrates to reveal their end, stands a jagged monolith of greasy green-black stone, winds whipping across it sounding as the wails, moans, and gnashing of teeth of the tortured or insane. Carried upon the wind are razor-sharp shards of ice, shaving not hair or flesh, but the tenuous grip upon sanity of those unfortunate enough to be thrown to its torturous embrace. Approaching the monolith reveals that its windblown face is carved with impossible shapes, non-euclidean fractals almost appearing to writhe and shift across its surface, but only when the observer does not gaze upon it. At the base of the monolith stands an empty plinth of the same rock, carved with the one hundred and one secret names of the manifestation of this qlippothic realm, where madness lurks and screeches in the frozen darkness."
Notable Locations of Disc 1:
->Nexus University Reference Link
"The campus is ringed by tall dromitory buildings and parks, with a few shopping districts outside them. Beyond that, a variety of halls filled with classrooms and libraries are scattered around a large, green space that is dappled with eternally-Fall-seasoned trees. At the center of campus, floating atop inverted pyramids (which themselves are suspended about sixty feet in the air above teleporter pads), are three skyscraper-like structures ringing a large, silver sphere. The campus mostly seems to contain college-aged individuals, the majority of them Human, Dwarf, Gnome, Elf, or Yakfolk, but individuals of other ages and species are present."
->->Vortha Paladarnes Library for Nexite Nonfiction Reference Link
"He notices based on some plaques near the door that this is a library built in honor of a Nexite scholar who donated to the university, and its purpose is to hold non-fiction books written by residents of Nexus."
Vortha Paladarnes (Human & Elemental, Level 55) Reference Link
A Nexite Scholar who donated to Nexus University, and had a library named in their honor.
Sam Johnston (Human, Level 4) Reference Link
A security guard with a blue cap bearing the university logo. He is responsible for having patrons show an ID card or sign into a registry before entry.
Verita Lynthe (Human, Level 4) Reference Link
A woman with dark black hair and horn-rimmed glasses. She is responsible for assisting patrons in locating a particular tome.
The Registry Book of the Vortha Paladarnes Library for Nexite Nonfiction Reference Link
A book with inbuilt divination abilities to recognize the signature of false names into its pages. This ability can be foiled by a low-level Illusionist, Thief, or Veilwalker.
How the Mind Works Reference Link
It seems like a fairly standard study on psychology, with some basic detours about neuroscience, the Mind stat, and how the mind relates to mana patterns.
The Minds of Nonunique Beings Reference Link
That one seems to relate to the limitations placed on the comprehension and range of learning of nonunique beings, particularly dungeon spawns and townspeople who are designated to repeat one routine again and again. It looks like the later parts include some potentially-interesting studies about psychological experiments performed on different instances of the same nonunique being, sometimes ones spawned in entirely different regions.
A Study of Citizens from Different Discs Reference Link
This one deals with the common properties of Nexus residents, particularly Humans, spawned on different discs, highlighting different sets of common preferences, cultural norms, and inbuilt psychological responses.
Coping with Life In Regions with Aggressive Spawn Tables: A Case Study Reference Link
This one seems to relate to three different categories of generally-weak villager-type spawns who appear in areas with aggressively dangerous spawned creatures - with multiple case-study examples of each. The first group is generally unaware of the danger and tends to just get cycle-replaced over time, with some exceptions that spawn with tags that get them ignored by the monsters. The second is aware of the danger, but lacks the ability to adapt, plan, or deal with it in any way, and ends up generally meeting a similar fate, with some exceptions that hole up in smaller sub-areas. The third, which the most time and text is spent on, is the least common - individuals able to adapt their routines and learn new skills (still with limits) who try to create work-arounds for the dangerous spawned creatures (of varying success or failure depending on the case in question).
The Psychology of the Psionically-Affected Reference Link
The last book seems to delve into the lingering mental effects of repeated psi use on individuals, particularly the use of charm, memory-editing, and emotion-based powers (including fear).
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
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- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Claiming Forgotten Keys, Opening Secret Doors
Needs Gad Review of Summary and PPT
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Claiming Forgotten Keys, Opening Secret Doors
Vortha Paladarnes is a Level 55 Human & Elemental.
Your outer realm is cool, but for now, I'm not having the Outer Realms show up in the Places list in the sense that they are like Arena Members' rooms at the Nexus Inn (which can get freakishly large and complex once they start storing thousands of square miles of land and dozens of mansions and dungeons inside them). I may change my mind on that later, but leave it off for now.
Other locations are approved. Things entries are approved. Looking into the other people.
Your outer realm is cool, but for now, I'm not having the Outer Realms show up in the Places list in the sense that they are like Arena Members' rooms at the Nexus Inn (which can get freakishly large and complex once they start storing thousands of square miles of land and dozens of mansions and dungeons inside them). I may change my mind on that later, but leave it off for now.
Other locations are approved. Things entries are approved. Looking into the other people.
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- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Claiming Forgotten Keys, Opening Secret Doors
The security guard can be Sam Johnston, a Level 4 Human. The reference librarian can be Verita Lynthe, a Level 4 Human.
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- Site Admin
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- Joined: Thu May 21, 2020 9:26 pm
Re: Claiming Forgotten Keys, Opening Secret Doors
Thread moved for updating.
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Claiming Forgotten Keys, Opening Secret Doors
~UPDATED~ Moved, and Locked
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.