Aeromage wrote:Having come out of the Crisis mostly intact, Councillor Alim has successfully managed to capitalise on the confusion after the event to convince the various heads of the island nation's cities that a period of rest and magi-scientific study would be of great benefit for Volatilis as a whole.
While an innumerable number of fields are available, one in particular stands out above the others as a unique opportunity afforded by the island's station as a member of the Battle Arena. A phenomenon that every single Arena Member benefits from, but is not always well-understood. One that is essential to the growth, development and success of their careers, but often taken for granted despite its nigh-unlimited potential. One that, to the island's knowledge, insofar as its information-gathering network has been able to establish, has not actually been studied in any greater depth than a brief attempt or two to look up topics in a library.
The topic of today's research?
Combos.
The Floating Isle of Volatilis (Aeromage)
Level 79
Large Structure, Magic
HP: 61,250
MP: 20,000
STR: 160 (2)
AGI: 555 (7)
CON: 2,450 (25)
MIN: 800 (10)
SPI: 1,555 (16)
Fame- 51
Gold- 1,000,000,000
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
-Abjurer-
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
-Architect-
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Radiating Flashing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired on up to 15 targets
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
-Blessing-
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Stick-Resistant!- (Passive Ability, Blessing) Possessor gains 95% Paralysis: Sticky Resistance and is immune to Paralysis: Sticky when its affliction comes from a source below Level 20
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"
-Captain-
Indiscriminate Bombing- (Passive Ability, Captain) Possessor's Vessel transformations' attacks may deal 50,000 additional Damage and have their targets randomized across all possible targets
Whirlpool-Avoiding Seacaptain- (Passive Ability, Captain) Possessor's Vessel transformations gain Drowining: Tide-Trapped Immunity and Immunity to Drowning (but not its sub-status effects)
-Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Guardian Imposition Force Aura- (Stance Ability, Channeler) Possessor may, when entring this Stance, choose a willing ally, said ally, for the duration that possessor is in this stance, uses possessor's Defense instead of its own against the attacks of Individuals below Level 20 who are lower Level than possessor
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Mana-Drinker's Aura- (Stance Ability, Channeler) Possessor may deal up to 5,000 points of Flat MP Drain from up to 60 targets at the start of each round
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
-Chef-
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Fell Grilling- (Technique Ability, Chef) Possessor may use 'Fell Grilling' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action becomes solely Darkness & Fire element for the duration of said action if non-unique and gains '+200 to the stats of Demons, Devils, and Daemons as a buff that stacks 3 times'
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0
-Chronomancer-
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
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
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor's actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Delaying Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.
-Clearance-
Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Ominous, Discarded Gallery Invitation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
-Commander-
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.
-Diviner-
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
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
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
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
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Detective's Perceptiveness- (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
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bosses possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
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
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Accusation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Friend of Edwin Cloremontt- (Passive Ability, Friendship) Possessor gains +500 Defense if any of possessor's allies is named Edwin Cloremontt
Isle Leaders are Good Friends of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Isle Leaders are Good Friends of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Isle Leaders are Good Friends of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Abyss of Time - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss of Time
Attuned to Terrain: Astral Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Astral Void
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Cosmic Web - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Cosmic Web
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Domain of Balance - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Balance
Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Extradimensional Arena - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Extradimensional Arena
Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Frozen Cosmos
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Mage’s Sanctum - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mage’s Sanctum
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Mirror Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mirror Realm
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Realm of Magic - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Realm of Magic
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to Terrain: Void of Endings - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Void of Endings
Attuned to Terrain: Wellspring of Life - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Wellspring of Life
Attuned to Terrain: White Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is White Void
Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
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 Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
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
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Phantom Terrain Link Established: Abyss of Time- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss of Time
Phantom Terrain Link Established: Astral Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Astral Void
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Cosmic Web- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Web
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Extradimensional Arena- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Extradimensional Arena
Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Cosmos
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Mirror Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mirror Realm
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Realm of Magic- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Realm of Magic
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Phantom Terrain Link Established: Void of Endings- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Void of Endings
Phantom Terrain Link Established: Wellspring of Life- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Wellspring of Life
Phantom Terrain Link Established: White Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to White Void
Phantom Terrain Link Established: World Tree- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to World Tree
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
-Guardian-
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
-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
Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects
-Infinity Designer-
Absorb Progress- (Passive Ability, Other: Infinity Designer) Possessor Absorbs Progress against sources below Level 20 if Level 20 or greater
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense against Progress
Apprentice Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 5% Progress Resistance
Apprentice Progress Synchronization- (Passive Ability, Infinity Designer) Possessor gains +50 to all stats for each Progress element item equipped, Possessor's Progress element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +100 to all stats
Apprentice Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress
Basic Acceleration Within Progress's Dominion- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Progress
Basic Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +50 to all stats
Basic Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 Defense against Progress
Basic Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 1% Progress Resistance
Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Basic Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +10 to all stats
Basic Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 to all stats while in a Zone of Progress
Call Forth the Living Progress- (Active Ability, Other: Infinity Designer) Possessor may spend an action to summon 5 Elementals that are Progress element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Progress- (Passive Ability, Other: Infinity Designer) Possessor has a 20% chance of being able to cancel the actions of Progress element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Detect Progress- (Passive Ability, Infinity Designer) Possessor gains +1% To Hit against Progress element targets
Elemental Attack-Conversion: Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Progress element and no other technique is used. Said action becomes solely the element Progress.
Elemental Invocation of Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Invocation of Progress' in conjunction with an 'Elemental Attack' action so long as possessor is Progress element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element Damage to up to 10 targets
Empowered By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Progress
Greater Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5,000 Defense against Progress
Improved Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +2,000 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Improved Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 10% Progress Resistance
Improved Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +250 to all stats
Improved Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +1,000 to all stats while in a Zone of Progress
Improved Zonal Progress Empowerment- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Progress
Infinite Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains the element Progress while in Infinity Designer stances
Infinity Designer- (Passive Ability, Other: Infinity Designer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Progress Resistance, Possessor ignores Progress Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Meditative Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose, at the beginning of a thread, to become solely Progress element
Nonsynchronous Elemental Attack-Conversion: Progress- (Passive Ability, Other: Infinity Designer) Possessor may use the Technique 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Progress element.
Nourished By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Progress
Predict the Flow of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5% Dodge against Progress element individuals
Progress Battle-Aura- (Stance Ability, Other: Infinity Designer) Possessor deals 10,000 Flat Progress element Damage to each opponent at the start of each round
Progress Body Form- (Stance Ability, Other: Infinity Designer) Possessor gains +200 Defense against Progress, Possessor gains 15% Progress Resistance, Possessor may deal 5,000 Flat Progress element Damage to any individual who conducts an offensive action that targets possessor
Progress Immunity- (Passive Ability, Other: Infinity Designer) Possessor gains Progress Immunity against sources below Level 20 if Level 20 or greater
Progress Manipulation- (Passive Ability, Other: Infinity Designer) Possessor may choose one of the following at the beginning of each round if Progress element: Create a Zone of Progress, Remove a Zone of Progress created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Progress by either possessor or a source below Level 20, Add Progress 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 Progress element on a Progress element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Progress, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Progress, 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 Progress element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Progress to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Progress, 5% Progress Resistance, or +50 Defense against Progress and 1% Progress Resistance until the end of the round as a non-stacking buff
Prosperous Venting of Excess Progress- (Passive Ability, Other: Infinity Designer) If possessor is Progress element and performs an 'Elemental Attack' action that is solely Progress element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Progress- (Passive Ability, Other: Infinity Designer) Possessor Reflects Progress against sources below Level 20 if Level 20 or greater
Relentless Tempest of Progress- (Passive Ability, Other: Infinity Designer) If possessor's last action was solely Progress element either due to this ability or the technique 'Elemental Attack-Conversion: Progress', possessor may make any of possessor's offensive actions solely Progress element.
Stability Within Progress- (Passive Ability, Other: Infinity Designer) Possessor gains 25% minor negative status effect resistance while in a Zone of Progress
Uplifted By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Progress
Zonal Progress Control- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of each round, choose one Zone of Progress that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-Merchant-
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
-Reality Arranger-
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points
Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-Reality Auditor-
Abstract-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Abstract-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Animal-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Animals and gains +5% To Hit against Abstracts.
Accurate Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% To Hit when a Clipboard is equipped
Adept Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level - 10) if possessor has a Clipboard equipped, Clipboard weapons equipped by possessor can provide an additional +100,000 Magical Attack before capping, Clipboard Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +5,000 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Clipboard
Apprentice Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below possessor's Level who are below Level 20, gains +5,000 Magical Attack, and gains +5,000 MIN if possessor has a Clipboard equipped
Audit Mastery- (Passive Ability, Other: Reality Auditor) Technique Abilities from the Reality Auditor class whose name includes 'Audit' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of Level 1 individuals and gains +500 MIN if possessor has a Clipboard equipped
Census Taker's Population-Stabilizing Math-Rage- (Passive Ability, Other: Reality Auditor) At the end of each round, possessor may choose an entity from the enemy list that is normally fightable for drops of which type one or more entities were summoned that round, provided that possessor scanned the stats of one of said entities during that round and is wielding a Clipboard. This ability, to a max of once per thread per entity type on the enemy list, records the number of those entities present in battle at the time said selection was made, to a minimum of 1 (with this ability failing to record if less than 1 such entity is present). The number of summoned individuals of any entity type on the enemy list that is normally fightable for drops may not become higher than said recorded number for that type if such a number exists, with additional summons of said type not being summoned and individuals who are summons being transformed into entities of said type failing to be transformed in such cases in which it would produce an invalid number of such summons.
Clipboard Wielding I- (Passive Ability, Other: Reality Auditor) +5 to all stats when a Clipboard is equipped
Clipboard Wielding II- (Passive Ability, Other: Reality Auditor) +25 to all stats when a Clipboard is equipped, +50 Magical Attack when a Clipboard is equipped
Clipboard Wielding III- (Passive Ability, Other: Reality Auditor) Possessor gains +200 to all stats when a Clipboard is equipped and +200 Magical Attack when a Clipboard is equipped
Dangerous Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% Critical when a Clipboard is equipped
Debilitating Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Debilitating Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Demon-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Dud Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Dud Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Enchanted Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Human-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Improved Debilitating Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Debilitating Audit' technique has its chance of inflicting Stat Drain increased to 30%
Improved Paralytic Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Paralytic Audit' technique has its chance of inflicting Paralyzed increased to 30%
Large Structure-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Large Structures and gains +25% Critical against Large Structures.
Large Structure-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Large Structures and gains +5% To Hit against Large Structures.
Multitasking: Census of the Mire- (Technique Ability, Other: Reality Auditer)- Possessor may use 'Multitasking: Census of the Mire' in conjunction with any action so long as no other technique is used and possessor has a Clipboard equipped. Said action tells its performer the number of Earth element individuals present on each side of battle and may scan the stats of any such individual.
Paralytic Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Paralytic Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Preservation-Ensuring Record-Keeping- (Passive Ability, Other: Reality Auditor) Once per thread, if wielding a Clipboard, possessor may inflict an instance of Invincible on one of possessor's pets or summons, with said instance lasting 5 rounds, with the duration of said instance not being extendable, with said effect not being replicable or transferable, and with said effect vanishing if possessor is not in the same battlespace as its possessor at any point.
Prime-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Reality Auditor- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level / 2), gains +(5,000 * Possessor Level) Magical Attack, and gains +(2,500 * Possessor Level) to all stats if possessor has a Clipboard equipped
Surprise Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Surprise Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Unexpected Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Unexpected Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
-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
Focused Ritual Magic Casting- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ritual Magic
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
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
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
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +50 Defense
Defensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +250 Defense
Offensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 50 points
Offensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 500 points
Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Speed-Focused Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
-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 Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
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 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 Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 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 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.
-Spatial Mage-
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
-Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains a Doomzoo- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may summon any individual from the Enemy List that is normally fightable for drops, is below Level 40, and is below possessor's Level, Entities summoned through this ability have the Damage values of their abilities increased by 50,000 points, Max 5 summoned
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Improved Spawned Entities- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's summons gain +400 to all stats
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure.
Manifold Domain-Based Realm Connectivity- (Passive Ability, Other: Subspace Architect) Possessor gains 12 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Abjurer's Shielded Tower (With Regenerating Shield)- (Item, Property, Magic, 8,500,000 Gold) +8,500 Defense, Wielder regenerates 8,500 Defense, 4,250 CON, and 85,000 HP at the start of each round
Ancient Door to the Spirit World Etched with Forgotten Symbols- (Item, Property, Light & Darkness, 8,300,000 Gold) Wielder's Spirit summons regenerate 80,000 MP at the start of each round
Bascaradine City-Protecting Shield-Dome Generator Building- (Item, Property, Technology, 40,500,000 Gold) Wielder gains +5,000 Defense for each Property that wielder has equipped, to a max of +80,000
Black Clocktower- (Item, Property, Time & Darkness & Fate, 90,000,000 Gold) +80,000 AGI, +8,000 Defense against AGI Damage, 20% Darkness Resistance, Wielder gains 10% Time Resistance if wielder is Fate element, Wielder gains 10% Fate Resistance if wielder is Time element
Citadel of the Ancient Wiseman- (Item, Property, Mystic, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, +400,000 Defense against Magic, +400,000 Defense against Mystic, 30% Magic Resistance, 30% Mystic Resistance
Citadel of the Unclaimable Throne- (Item, Property, Law & Chaos & Glory & Warding & Metal, 1,700,000,000 Gold) +3,400,000 to all stats, Dominion Immunity, This item may not be equipped or modified by entities below Level 100
City of Shadows- (Item, Property, Darkness, 15,000,000 Gold) +5,000 SPI, 60% Dodge, 30% Darkness Resistance
College of Wizardry- (Item, Property, Magic, 10,555,000 Gold) +10,000 Magical Attack, +10,000 MIN, +10,000 SPI, 20% Magic Resistance
Council-Hall of Departed Sages- (Item, Property, Magic & Light & Darkness, 400,000,000 Gold) Wielder gains +2,000 uncapped MIN and SPI for each unique, dead ally wielder possesses, to a max of 100 such allies across all copies of this item
Cyclopean Ruins- (Item, Property, Earth & Magic, 4,500,000 Gold) +4,500 Defense, +4,500 MIN, +45,000 MP
Dark Realm Art Gallery- (Item, Property, Darkness & Magic, 679,000 Gold) +610 MIN, Wielder may not be forcibly removed from battle by non-unique sources below Level 40, Wielder may ignore effects attached to zones and pieces of terrain that come from sources below Level 20
Dragon's Lair- (Item, Property, Magic & Earth & Fire, 10,000,000 Gold) +10,000 Ranged Attack, 30% inflicts Burning, Wielder gains the subtype Dragon
Drifting Sky- (Item, Property, Air, 400,000,000 Gold) +400,000 AGI, +40,000 HP, +40,000 MP, 40% Air Resistance, Wielder must be Level 40 or greater
Eerily Accurate Weather Studio- (Item, Property, Air & Electrical & Water & Earth, 20,000,000 Gold) Wielder gains +20,000 Defense against effects attached to Zones, Wielder may choose to prevent individuals 20 or more Levels below wielder who are below Level 80 from attaching effects to Zones
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold) Wielder may, up to 8 times per round, before one of wielder's actions or at the start of the round, enter another existing battlespace that is part of the same battle so long as no entity of Level 99 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder must be Level 60 or greater
Endless World-Connecting Staircase- (Item, Property, Spatial, 400,000,000 Gold) At the start of each round, wielder may enter another existing battlespace that is part of the same battle so long as no entity of Level 90 or greater or that is greater Level than wielder in either the battlespace wielder is entering or the battlespace wielder is leaving objects
Floating Tower- (Item, Property, Air, 4,500,000 Gold) +4,000 SPI, +4,000 AGI, +1,000 Defense, 20% Dodge
Flowing Core- (Item, Property, Fire, 400,000,000 Gold) +400,000 STR, +40,000 HP, +40,000 MP, 40% Fire Resistance, Wielder must be Level 40 or greater
Fortified Bunker- (Item, Property, Magic & Earth, 620,000 Gold)- +710 Defense, +60 Defense against Stat Damage, +300 Defense against Gold damage
Fourfold, Difting Shell-Style Mini-Planet- (Item, Property, Earth & Air & Fire & Water, 600,000,000 Gold) +600,000 Defense, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, Wielder must be Level 60 or greater
Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold) 100% Dodge, 100% Critical, 100% Resilience, 200% To Hit, Wielder has a non-stacking 25% chance of reflecting the action of any individual or Level 80 or lower, Wielder must be Level 60 or greater
Grace & Favor Home- (Item, Property, Air, 11,000,000 Gold) Wielder gains +110,000 Defense against Gold Damage and regenerates 10,000 HP and 10,000 MP per round if wielder is a Large Structure
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Great Lifeblossom Gate- (Item, Property, Life, 15,000,000 Gold) Wielder regenerates 150,000 HP at the start of each round as a non-stacking effect if wielder is not undead
Great Ocean of Blessed Sake- (Item, Property, Light & Water & Wonder, 500,000,000 Gold) +500,000 CON, +500,000 HP as a non-stacking bonus, +500,000 MP as a non-stacking bonus, Wielder is constantly considered to be afflicted with Poison: Drunk and suffers the effects of such, Wielder must be Level 40 or greater
Large Mage's Tower- (Item, Property, Magic, 25,000,000 Gold) +25,000 Magical Attack, +25,000 MIN, +25,000 SPI
Lesser Suncore- (Item, Property, Light & Fire, 400,000,000 Gold) Wielder deals 800,000 Flat Fire & Light element Damage to each individual who conducts an offensive action that targets wielder at the end of each such action
Living World's Heart- (Item, Property, Life & Blood, 400,000,000 Gold) +400,000 CON, +800,000 HP as a non-stacking bonus, Wielder Regenerates 800,000 HP at the start of every round, Wielder must be Level 40 or greater
Living World's Vein-Caverns- (Item, Property, Life & Blood, 400,000,000 Gold) Wielder may transfer up to 400,000 HP from one HP pool that wielder possesses to another HP pool that wielder possesses, +200,000 HP as a non-stacking bonus
Mage’s Tower- (Item, Property, Magic, 5,000,000 Gold)- +5,000 Magical Attack, +5,000 MIN, +5,000 SPI
Master Diviner's Scrying-Water Ocean- (Item, Property, Water & Magic, 400,000,000 Gold) +400,000 MIN, Wielder's 'Magical Attack' and 'Cast a Spell' actions may scan stats, Wielder counts as possessing an additional Diviner ability, Wielder must be Level 40 or greater
Metal Continental Plate- (Item, Property, Earth, 400,000,000 Gold) +400,000 Defense, Wielder's Defense may not be Pierced by non-Universe-element sources below Level 60, Wielder must be Level 40 or greater
Metal Continental Plate Covered In Numerous Spikes- (Item, Property, Earth, 400,000,000 Gold) +400,000 Defense, Wielder's Defense may not be Pierced by non-Universe-element sources below Level 40, Wielder deals 200,000 Flat Physical element Damage to individuals who conduct offensive actions against wielder at the end of each such action, Wielder must be Level 40 or greater
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold) +400,000 Defense, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Mini Portal Nexus- (Item, Property, Spatial, 400,000,000 Gold) Wielder may spend an action to enter any other active battle in the same thread, provided that no individual of Level 80 or greater or any individual 20 or more Levels greater than wielder who is either in the battle wielder is leaving or the battle wielder is entering objects, Wielder must be Level 40 or greater
Mirage Sky- (Item, Property, Air & Illusion, 400,000,000 Gold) +400,000 SPI, 100% Dodge, Wielder must be Level 40 or greater
Mirror-Water Ocean- (Item, Property, Water, 400,000,000 Gold) Wielder has a 50% chance of reflecting the actions of Aquatics that are below Level 80 and are 20 or more Levels below wielder if wielder is not an Aquatic, Wielder has a 50% chance of reflecting the actions of Aerials that are below Level 80 and are 20 or more Levels below wielder if wielder is an Aquatic
Mobile Continent- (Item, Property, Earth, 400,000,000 Gold) +400,000 CON, +40,000 HP, +40,000 MP, 40% Earth Resistance, Wielder must be Level 40 or greater
Mobile Ocean- (Item, Property, Water, 400,000,000 Gold) +400,000 MIN, +40,000 HP, +40,000 MP, 40% Water Resistance, Wielder must be Level 40 or greater
Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold) +40,000,000 Defense against Gold Damage, Wielder's items cannot be destroyed by sources below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Ocean Full of Strange Sealife- (Item, Property, Water, 400,000,000 Gold) At the start of each round, wielder may summon up to 5 Aquatics from the Enemy List below Level 99, Max 200 summoned, Wielder may choose for these summons to Naturally possess any one additional base, Tier 1 or Tier 2 entity subtype in addition to their preexisting subtypes
Ocean of Illusory Fish- (Item, Property, Water & illusion, 400,000,000 Gold) 80% Dodge if wielder is an Aquatic
Origin-Pulse Worldcore- (Item, Property, Life, 400,000,000 Gold) Wielder may summon 1 entity from the Enemy List that is below Level 60 and normally fightable for drops at the start of each round, Max 100 summoned, Wielder must be Level 40 or greater
Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold) +12,000,000 HP as a non-stacking bonus, Wielder must be Level 60 or greater
Planetary Fate-Loom- (Item, Property, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder cannot miss targets below Level 80 who are not 20 or more Levels greater than wielder
Pocket-Heaven- (Item, Property, Light, 400,000,000 Gold) +400,000 SPI, Entities below Level 95 that are below wielder's Level may not prevent wielder from resurrecting entities
Posh Palace-City- (Item, Property, Water & Light & Earth, 27,000,000 Gold) +100,000 Defense against Gold Damage, Wielder's equipped items act as though worth 50,000 more Gold each
Primordial Ball-Pit- (Item, Property, Chaos & Earth & Water & Magic, 1,115,000 Gold) At the beginning of every round, wielder summons a random Ooze, Abstract, Prime, Horror, or Golem of a Level below 40 that has an 80% chance of being uncontrolled, Max 10 summoned
Sanctum of Emptiness- (Item, Property, Void, 400,000,000 Gold) +40,000 Defense against Stat Damage, Stat Drain Immunity, Wielder is immune to Stat Damage from sources below Level 60, Wielder must be Level 40 or greater
Sanctum of the Beginning- (Item, Property, Earth & Air & Fire & Water & Void & Life & Light & Darkness, 400,000,000 Gold) Entities below Level 90 that are not greater Level than wielder may not stop wielder from summoning, Wielder may resurrect an entity killed by a source below Level 80 at the start of each round, Wielder must be Level 40 or greater
Sea of Void- (Item, Property, Water & Darkness & Void, 400,000,000 Gold) Wielder's attacks deal 20,000 MIN and SPI Damage, Wielder is Immune to debuffs from individuals below Level 60, Wielder's offensive actions may unsummon targets below Level 60 who were summoned by individuals below Level 60, Wielder must be Level 40 or greater
Silent Dreaming Worldheart- (Item, Property, Magic, 400,000,000 Gold) +40,000 to all stats, +4,000 Defense against Stat Damage, Wielder is constantly considered to be afflicted with Impaired: Silence and suffers the effects of such
Silent Library- (Item, Property, Darkness & Psychic, 490,000 Gold) +560 MIN, +440 SPI, Wielder is immune to Impaired: Defened and Impaired: Silence
Small Artificial Sun- (Item, Property, Light & Fire, 400,000,000 Gold) Wielder may, at the start of each round create a Zone of Light that counts a number chosen by wielder, from one to ten, zones of Light for purposes of counting how many zones of Light an individual in it is in
Square Mile of Bubble Cosmos in a Random Dimension- (Item, Property, Astral & Magic & Psychic & Spatial & Time, 80,000,000 Gold) At the start of each round, wielder may enter another existing battlespace that is part of the same battle so long as no entity of Level 80 or greater or that is greater Level than wielder in either the battlespace wielder is entering or the battlespace wielder is leaving objects
Square Mile of Cosmic Web in a Random Dimension- (Item, Property, Astral & Spatial, 80,000,000 Gold) Wielder may, as a non-stacking buff that cannot link values that are already linked to other values, link its HP and MP with up to 3 willing allies at the start of battle
Square Mile of Divine Domain in a Random Dimension- (Item, Property, Light & Darkness & Glory, 200,000,000 Gold) +200,000 to all stats, +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regenerates 200,000 HP at the start of each round, Wielder is afflicted with Elevated, Purified, and Favored at the start of each round, Divine Magic spells cost wielder 200,000 less MP to cast as a non-stacking bonus, Wielder must be Level 40 or greater and must (have a Patron Deity or be a Deity)
Square Mile of Elemental Water on a Random World- (Item, Property, Water, 15,000,000 Gold) Wielder gains 25% Water Resistance and +10,000 Defense against Water
Square Mile of Lifepulse on a Random World- (Item, Property, Life, 15,000,000 Gold) Wielder regenerates 150,000 HP at the start of each round as an effect that stacks twice, +150,000 HP as a non-stacking effect
Square Mile of Mirror Realm in a Random Dimension- (Item, Property, Ice & Spatial, 80,000,000 Gold) Wielder may reflect the actions of entities below Level 40 that are below wielder's Level
Square Mile of Storehouse of Wonders in a Random Dimension- (Item, Property, Wonder & Treasure, 200,000,000 Gold) The attack bonuses and stat bonuses provided by other items equipped by wielder are increased by 40,000 points as an effect that stacks 5 times per item
Square Mile of White Void in a Random Dimension- (Item, Property, Light & Void, 80,000,000 Gold) Entities below Level 60 cannot apply debuffs to wielder, Wielder must be Level 20 or greater
Square Mile of World Tree in a Random Dimension- (Item, Property, Life & Wood & Ice & Light & Darkness & Magic & Spatial, 80,000,000 Gold) Wielder gains +80,000 to all stats if at least one battlespace that wielder is not in exists, Wielder gains +80,000 Defense against sources that are in battlespaces that possessor is not in
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder's Manablasted, Manablasted: Mystic Devastation, and Manablasted: Mystic Seal infliction chances (but not the infliction of their other sub-status effects) are increased by 40% as an effect that stacks 3 times
Starry Worldcloak-Field- (Item, Property, Air & Astral, 400,000,000 Gold) +400,000 SPI, +2,000,000 MP as a non-stacking bonus, Wielder may choose to count as having two additional Empowered Constellations set, 80% Dodge, Wielder must be Level 40 or greater
Teleportation-Blocking Lay-Line Convergence Nexus- (Item, Property, Spatial & Magic, 400,000,000 Gold) Individuals below Level 60 may not enter or leave possessor's battlespace (excluding summoning) if it is not the primary battlespace of the battle, with any such attempt whose failure would result in an individual not being in any battlespace instead causing said individual to enter the battle's primary battlespace
Trapped Fortress- (Item, Property, Physical, 1,800,000 Gold) +700 Defense, Wielder deals 18,000 Flat Physical element damage to any individual who conducts an offensive action against wielder
Underground Devils' Hot Springs- (Item, Property, Earth & Water & Fire & Darkness, 1,700,000 Gold) +1,700 CON, +1,700 SPI, Wielder regenerates 17,000 HP and 17,000 MP at the start of every round, 20% Fire Resistance, Wielder has a 20% chance of being cured of one debuff or minor negative status effect from a source below Level 40 at the start of each round
Very Small, Overlayable Mirror-Universe- (Item, Property, Ice & Spatial, 108,000,000 Gold) +100,000 Defense, +100,000 SPI, Wielder has a 50% chance of reflecting the actions of individuals below Level 60, Wielder must be Level 40 or greater
Void Lord's Castle- (Item, Property, Void, 400,000,000 Gold) 160% Dodge, Wielder is Immune to entities below Level 40, Wielder may automatically Dodge the attacks of entities below Level 60, Wielder must be Level 60 or greater
Walking Castle- (Item, Property, Magic & Physical, 1,200,000 Gold) +1,100 Defense, +200 to Constitution for turn-order-determining purposes if Constitution is one of wielder's turn-order-determining stats
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Weather Channel Studio- (Item, Property, Technology & Air & Water & Electrical, 2,500,000 Gold) Wielder may prevent individuals below Level 20 from creating Zones or attaching effects to Zones, Wielder may spend an action to create a Zone of any base element
Winged Cubeworld- (Item, Property, Water & Air, 500,000,000 Gold) +500,000 AGI, +500,000 MIN, +500,000 SPI, Wielder is afflicted with Augmented: Haste at the start of each round, Sources below Level 99 cannot prevent wielder from entering or leaving battlespaces, Wielder must be Level 60 or greater
Wizard's Archives- (Item, Property, Magic, 10,000,000 Gold) +10,000 Defense against Magic, +10,000 MIN, +10,000 SPI, 20% Magic Resistance
Worldcore of Elder Magics- (Item, Property, Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder may choose to equip and cast Wizard Magic spells as though they were Ancient Magic spells
World's Highest Mountain- (Item, Property, Air & Ice & Earth, 67,000,000 Gold) +67,000 CON, +670,000 HP, 70% Resilience, Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Worldheart of Enthroned Heroes- (Item, Property, Glory, 400,000,000 Gold) +400,000 to all stats, Wielder's items may not be destroyed by sources below Level 60, Wielder is Immune to debuffs from sources below Level 60, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold
Worldwide Teleportation-Layline Network- (Item, Property, Spatial, 400,000,000 Gold) Wielder and wielder's allies gain 80% Dodge, Wielder must be Level 40 or greater
World With a Burning Sky, Burning Ground, Burning Sea, and Burning Core- (Item, Property, Fire, 800,000,000 Gold) +800,000 Defense against Fire, 200% inflicts Burning, 40% Fire Resistance, Wielder may choose to change any combination of Earth, Air, Fire, and Water into solely Fire amongst the elements of Damage being dealt to entities in the same battlespace wielder is in or by entities in the same battlespace wielder is in provided the source of said Damage is either willing or below Level 80, 1,600,000 additional Fire element Damage, Wielder must be Level 60 or greater
World With a Burning Sky, Quicksand Ground, Silt Sea, and Hurricane Core- (Item, Property, Earth & Air & Fire & Water, 800,000,000 Gold) +400,000 HP as a non-stacking bonus, 120% Resilience, Wielder may treat wielder's Earth Resistance as Water Resistance, Wielder may treat wielder's Water Resistance as Earth Resistance, Wielder may treat wielder's Earth Resistance as Air Resistance, Wielder may treat wielder's Air Resistance as Earth Resistance, Wielder may chance the element Air in any of wielder's actions or instances of Damage dealt by wielder into Fire, Wielder may chance the element Fire in any of wielder's actions or instances of Damage dealt by wielder into Air, Wielder may chance the element Earth in any of wielder's actions or instances of Damage dealt by wielder into Water, Wielder may chance the element Earth in any of wielder's actions or instances of Damage dealt by wielder into Water, Wielder must be Level 60 or greater
Wonderbakery- (Item, Property, Wonder & Air & Ice, 100,000,000 Gold) +100,000 HP as a non-stacking bonus, +100,000 MP as a non-stacking bonus, Food items that heal wielder's HP heal an additional 50,000 points, Food items that heal wielder's MP heal an additional 50,000 points, Wielder may make Food consumables that wielder uses become solely Wonder element, Wielder must be Level 20 or greater
Wonderous Dreamfont- (Item, Property, Dream & Wonder, 400,000,000 Gold) +400,000 to all stats, +40,000 Defense against Stat Damage, Wielder may not be transformed without wielder's permission by sources below Level 60, Wielder must be Dream or Wonder element and must be Level 40 or greater
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Subspatial Structural Integrity Induction- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +10,000 HP, +10,000 MP, +50 to Defense, and +25 to all stats
-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic 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
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
-Temporal Primarch-
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time 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 Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, 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 Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
-Thief-
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Install Basic Spatial Trapdoors- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select a Large Structure ally and provide said ally with a buff that provides +1% Dodge and deals 50,000 Flat Spatial element Damage to any individual who conducts an offensive if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
-Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
-Wanderer-
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Expert Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wanderer) 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
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Focused Gate Magic Casting- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gate Magic
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Has Traversed the Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
Improved Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 30% Fatigued Resistance
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
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, with said exit not being preventable by sources below Level 40, Has RP effects
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Max 40 summoned, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Teleport Through Folded Space- (Passive Ability, Wanderer) Possessor may treat Large Structures below Level 40 as though they possessed 0% Resilience
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Swollen Mana Reserves- (Passive Ability, Weirdworker) At the start of every round of battle, if possessor possesses more than 50% of possessor's Max MP, possessor takes an amount of magic element damage equal to possessor's Max MP, to a max of 50,000,000 damage, that cannot reduce possessor to below 50% of possessor's Max HP, Possessor gains +20,000 MP
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic 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- (Active Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen 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 a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Masterful Casting- (Active Ability, Wizard) Possessor may use Masterful Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack is treated as though possessor were 1 Level higher, to a max of Level 40, as an effect that does not stack with other effects that increase the level caster is treated as for any purpose.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Offensive Magical Specialization- (Passive Ability, Wizard) Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell, and Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Piercing Casting- (Active Ability, Wizard) Possessor may use Piercing Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
-Misc-
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Can No Longer Comprehend Childlike Joy- (Passive Ability, Curse) Possessor may not benefit from Whimsy element buffs
Potential cures: Questing on Disc 31; Going on a fun and informative field trip
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Crisis Overcrash: I'm Driving Ice Cream Truck And There's NOTHING You Can Do To Stop Me!- (Technique Ability, Combatant) Possessor may use 'Crisis Overcrash: I'm Driving This Ice Cream Truck And There's NOTHING You Can Do To Stop Me!' in conjunction with a 'Change Rows' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, and no other technique or overcrash is being used. Said action cannot be countered or stopped by sources below Level 100 and additionally transforms its performer into a Level 1 Ice Cream Truck from the Zoo Record as an effect that cannot be prevented by sources below Level 100.
Cubist Body- (Passive Ability, Walker from Beyond) Possessor gains +15,000 HP and 5% Psychic Resistance if possessor is an Abstract
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
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.
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Dread Headmaster- (Passive Ability, Sage) Possessor possesses five Intrinsic Skillsets, each of which maintains its own set of abilities. Possessor may choose at the beginning of a thread to use, for the entirety of said thread, one of possessor's Intrinsic Skillsets instead of possessor's normal abilities, with this not being a buff. Each of possessor's Intrinsic Skillsets gains a bonus week whenever possessor would gain a bonus week due to levelling. Each time possessor would gain an ability, possessor's active Intrinsic Skillset gains it instead of possessor's normal ability list if one of possessor's Intrinsic Skillsets is active. Abilities gained from using items in the Shop thread may go to possessor's ability list or to any single one of possessor's Intrinsic Skillset. Each of possessor's Intrinsic Skillsets may operate in as though it were a different character in Ability Shops. Each of possessor's Intrinsic Skillsets counts abilities inside itself for prerequitie purposes, but possessor's normal abilitiy list and each Intrinsic Skilset do not count abilities in other Intrinsic Skillsets for prerequisite purposes.
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Drunken Admiral Cocktail"- (Passive Ability, Permanent Item Effect) Possessor and possessor's Vessel transformations gain 11% Dodge and 115% To Hit if afflicted with Poison: Drunk, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Charm Immunity
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Possesses a General Knowledge of Cursed Items- (Passive Ability, Artificer) Possessor gains +250 MIN
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Underwater Bomb-Making- (Passive Ability, Crafter) Effects attached to Zones of Water by sources below Level 60 may not prevent possessor from using Fire element consumables
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Weapons:
Record of the World's Greatest Heroes- (Weapon, Other: Clipboard, Glory & Nobility & Time, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 to all stats, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder may summon 1 Human, Humanoid, or Fae below Level 90 that is normally fightable for drops on the Enemy List at the start of each round, Max 8 summoned, Wielder is Immune to sources below Level 40, Wielder must be Level 60 or greater
World Administrator's Clipboard- (Weapon, Other: Clipboard, Knowledge & Magic & Technology, 190,000,000 Gold) +190,000 Magical Attack, +1,900,000 MP as a non-stacking bonus, +190,000 MIN, +190,000 SPI, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 MIN and SPI as a non-stacking bonus, Wielder must be Level 40 or greater
Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0 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
Armor:
6 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
6 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Obdurately-Warding - Wielder's Defense cannot be pierced by entities below Level 90, Applied Enchantment
6 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Status Warded- Wielder is Immune to Minor Status Effects from sources below Level 80, Applied Enchantment
Accessories:
*Twelve Realms' Defense Grid- (Accessory Aspect- Twelve Realms' Defense Grid, Gadget, Technology & Magic, X Gold) +175,000 Defense, wielder's allies gain +175,000 Defense, +17,500 Defense Against Stat Damage, +500,000 Defense against 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions, Wielder's allies gain +125,000 Defense against 'Ranged Attack' actions if in the back row, 150% Resilience, 150% Dodge, 45% Air Resistance, 45% Earth Resistance, 45% Fire Resistance, 45% Water Resistance, 45% Light Resistance, 45% Darkness Resistance, 45% Magic Resistance, 45% Technology Resistance, 45% Physical Resistance, 45% Psychic Resistance, 45% Ice Resistance, 45% Acid Resistance, 45% Electrical Resistance, 45% Energy Resistance, 45% Hope Resistance, 45% War Resistance, 45% Wood Resistance, 45% Metal Resistance, 15% Base Element Resistance, Wielder may choose to be in the back row without regard to the number of individuals within the front row and does not count as being in the back row when totaling the number of individuals in the back row for row arrangement purposes, Wielder gains +25,000 to all stats for each Property equipped, Wielder is Immune to individuals below Level 60 if Level 60 or greater, Bestows the abilities-
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP
Grid Screen- Caster takes 1,800,000 less Damage from the next attack targeting it that comes from a source below Level 99, does not stack, may be used once a round as a preemptive counter to an attack targeting its possessor, Magic or Technology, 1,000,000 MP
Doom Juggernaut Frame- (Accessory, Bioaugmentation, Darkness & War & Ice & Physical, 75,000,000 Gold) +75,000 Defense, +750,000 HP as a non-stacking bonus, +75,000 STR, +75,000 CON, Wielder may, up to 5 times per round, redirect attacks from sources below Level 80 to itself, with all hits that could not target wielder vanishing instead of failing to be redirected, 130% Resilience, Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Owl's Eye-Discs- (Accessory, Eyewear, Darkness & Magic & Mystic, 245,000,000 Gold) +245,000 Melee Attack, Wearer gains Instant Death Immunity against sources below Level 80, Wearer's per-item Magic Attack bonus cap becomes 2 times the relevant stat, Wearer's 'Melee Attack' actions deal full Damage to targets below Level 90 in the back row and may use wearer's Ranged Attack or Magical Attack bonus instead of wearer's Melee Attack bonus, Individuals below Level 60 cannot heal Damage dealt by wearer, At the start of each round, wearer may scan the stats of one opponent, Wearer gains +25% To Hit against targets afflicted with Instant Death: Doomed as a non-stacking bonus, 15% inflicts Instant Death: Doomed, Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
Protective Fetish Made from Worldsmelted Iron- (Accessory, Trinket, Earth & Metal, 200,000,000 Gold) +200,000 Defense, 80% Resilience
Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greaterscan
(Spatial Slot)
World-Traveller's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Properties:
Winged Cubeworld- (Item, Property, Water & Air, 500,000,000 Gold) +500,000 AGI, +500,000 MIN, +500,000 SPI, Wielder is afflicted with Augmented: Haste at the start of each round, Sources below Level 99 cannot prevent wielder from entering or leaving battlespaces, Wielder must be Level 60 or greater
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold
Sanctum of Emptiness- (Item, Property, Void, 400,000,000 Gold) +40,000 Defense against Stat Damage, Stat Drain Immunity, Wielder is immune to Stat Damage from sources below Level 60, Wielder must be Level 40 or greater
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold) Wielder may, up to 8 times per round, before one of wielder's actions or at the start of the round, enter another existing battlespace that is part of the same battle so long as no entity of Level 99 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder must be Level 60 or greater
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold) +400,000 Defense, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold
Master Diviner's Scrying-Water Ocean- (Item, Property, Water & Magic, 400,000,000 Gold) +400,000 MIN, Wielder's 'Magical Attack' and 'Cast a Spell' actions may scan stats, Wielder counts as possessing an additional Diviner ability, Wielder must be Level 40 or greater
Sanctum of the Beginning- (Item, Property, Earth & Air & Fire & Water & Void & Life & Light & Darkness, 400,000,000 Gold) Entities below Level 90 that are not greater Level than wielder may not stop wielder from summoning, Wielder may resurrect an entity killed by a source below Level 80 at the start of each round, Wielder must be Level 40 or greater
Spells:
Arcane Dominion- (Spell, Wizard Magic, Mystic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are not equal Level to or greater Level than caster may not (cast spells or perform Magic element actions with an MP cost greater than 0) without caster's permission, Caster must be Level 40 or greater
Ghastly Blastwave- (Spell, Other: War Magic, War & Darkness, 350,000 MP, 35,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000, Caster may choose to unsummon any targets of an action or attack that involves the casting of this spell that are both below Level 60 and equal Level to or lower Level than caster, Caster may replace the corpse of any individual killed by an attack involving the casting of this spell with a summoned War element Undead that is normally fightable for drops on the Enemy List that is below Level 60 and equal Level to or lower Level than said killed individual
Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Resurgent Lunar All-Curative- (Spell, Alchemy, Light & Magic, 6,000,000 MP, 60,000,000 Gold) +60,000 Magical Attack, Heals, 60% inflicts any one minor positive status effect, Cures all minor and moderate negative status effects, This action repeats itself at the start of each round if it is entirely non-offensive and none of its user's other actions have already repeated on the same round
Spatial Slots (5)
Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
False World's Reflection- (Spell, Illusion Magic, Illusion & Spatial, 6,800,000 MP, 140,000,000 Gold) Whenever an individual below Level 80 that is not greater Level than caster attempts to leave the battlespace that this spell is cast in without caster's permission, said individual, unless it is Immune to, Reflects, or Absorbs Illusion, is afflicted with Vanished, Caster must be Level 40 or greater
Parallel Mageblast: Cold Planar Essence-Overcasting- (Spell, Technomancy, Ice & Spatial, 95,000 MP, 9,500,000 Gold) +9,500 Magical Attack, +9,500 Ranged Attack, Target obtains a non-stacking debuff that deals 95,000 Flat Ice element Damage to its possessor that lasts until its possessor enters a different battlespace or battle
Parallel Mageblast: Dimension-Ripping Light- (Spell, Technomancy, Light & Spatial, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, Target is, if below Level 60 or willing, moved to target battlespace, provided no individual of Level 80 or greater in the battlespace target would be entering or the battlespace target would be leaving objects, 5% inflicts Vanished, Caster must be Level 20 or greater
Parallel Mageblast: Mirror-Gate Hunter Matrix-Blast- (Spell, Technomancy, Ice & Magic & Spatial & Mystic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, This action may not be countered by sources below Level 60, This action may not be Dodged by sources below Level 60, This action gains +120% To Hit, This action counts as involving an Assault Matrix (or an additional Assault Matrix if it already involves at least one Assault Matrix), This action may not be Reflected by sources below Level 60 that are not 5 or more Levels greater than caster, Caster must be Level 20 or greater
Time Slots (5)
Parallel Mageblast: Rengineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater
Personal Stasis (Superior, Fate-Sealed)- (Spell, Enchantment, Fate & Time, 1,000,015 MP, 260,000,000 Gold) Caster may not obtain buffs, debuffs, or Stat Damage from sources below Level 70 that are not 20 or more Levels above caster, Buffs and debuffs, as part of the same effect, present on caster, do not decrement their durations each round unless an individual of Level 70 or greater present in the same thread as caster that is not Dead chooses to cancel said part of the effect, Caster must be Level 55 or greater
Waters of Rasu- (Spell, Ethereal Magic, Water, 2,000,000 MP, 200,000,000 Gold) All buffs, debuffs, Zones, Terrains, Phantom Terrains, and effects attached to Zones, Terrains, or Phantom Terrains with sources below Level 85 that are present in the same battlespace as caster are removed, Caster must be Level 40 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster
Channeling Slots (10)
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
Gate Magic Slots (30)
Dimensional Folding- (Spell, Gate Magic, Spatial & Light & Earth, 400,000 MP, 40,000,000 Gold) Caster may choose to exit its current battlespace and enter another currently-open battlespace in the same battle, so long as no individual of Level 84 or greater or that is 10 or more Levels greater than caster in either battlespace objects, Caster must be Level 40 or greater
Dimension Lock- (Spell, Gate Magic, Spatial, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not exit the battlespace caster is in without caster's permission, Caster must be Level 40 or greater
Establish Planar Gate- (Spell, Gate Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster selects another battlespace that is part of the same battle provided that no individuals 20 or more Levels greater than caster object in either caster's current battlespace or in said selected battlespace, Individuals may, when shifting rows, enter a row-order-formation in either such battlespace, Caster must be Level 40 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Open Gate to the Graveyard of Fiends that Never Were- (Spell, Gate Magic, Darkness & Illusion & Time, 65,000 MP, 8,300,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Open Gate to Echo Providence- (Spell, Gate Magic, Null, 5,000 MP, X Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Open Gate to Standard Timeline- (Spell, Gate Magic, Time, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Reality Divider- (Spell, Gate Magic, Spatial, 3,000,000 MP, 300,000,000 Gold) +300,000 Ranged Attack, 10% inflicts Vanished, Targets below Level 80 have their stats halved as a non-stacking debuff, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Recurrent Metageometerization- (Spell, Gate Magic, Spatial & Knowledge, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (create battlespaces or leave a battlespace that caster is in) without caster's permission, Caster must be Level 40 or greater
Return to Reality- (Spell, Gate Magic, Spatial, 2,500,000 MP, 500,000,000 Gold) Cures Vanished up to 5 times per target per thread, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
World Tour- (Spell, Gate Magic, Spatial, 2,250,000 MP, 225,000,000 Gold) +225,000 Melee Attack, This attack gains ( (80 - Target's Level) / 5, rounded down) additional hits against each target, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below Level 80, Each hit of this action may gain or solely become any combination of base elements, Each hit of this action may be considered to be within any one terrain (in addition to any other terrains it might be in) that is a type of terrain that possesses a corresponding Square Mile that is in stock in the Shop, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Geomancy Slots (30)
Create Zone of Fire- (Spell, Geomancy, Fire, 50 MP, 20,000 Gold) Caster creates a Zone of Fire which does not stack with Zones and may set the Phantom Terrain to Desert
Create Zone of Magic- (Spell, Geomancy, Magic, 50 MP, 20,000 Gold) Caster creates a Zone of Magic which does not stack with Zones and may set the Phantom Terrain to Sunny Forest
Manifest Chronogeomantic Zone of Day- (Spell, Geomancy, Light, 50 MP, 30,000 Gold) Creates a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Dusk- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dusk that also counts as a Chronogeomantic Zone of Evening and a Chronogeomantic Zone of Early Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Early Night- (Spell, Geomancy, Darkness, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Early Night that also counts as a Chronogeomantic Zone of Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Evening- (Spell, Geomancy, Light, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Evening that also counts as a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Late Night- (Spell, Geomancy, Darkness, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Late Night that also counts as a Chronogeomantic Zone of Late Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Midnight- (Spell, Geomancy, Darkness, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Midnight that also counts as a Chronogeomantic Zone of Night, a Chronogeomantic Zone of Early Night, and a Chronogeomatic Zone of Late Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Morning- (Spell, Geomancy, Light, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Morning that also counts as a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Night- (Spell, Geomancy, Darkness, 50 MP, 30,000 Gold) Creates a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Noon- (Spell, Geomancy, Light, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Noon that also counts as a Chronogeomantic Zone of Day, a Chronogeomantic Zone of Morning, and a Chronogeomantic Zone of Evening, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Dawn- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dawn that also counts as a Chronogeomantic Zone of Late Night and a Chronogeomantic Zone of Morning, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Rezone- (Spell, Geomancy, Water & Air & Earth, 500 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
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
Spatial Magic Slots (30)
Conjunction- (Spell, Spatial Magic, Spatial & Mystic, 4,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, This spell may be cast as though it possessed no attack bonus, Summoning, Astral Magic, and Forbidden Magic spells cost caster 1,500,000 less MP to cast as a non-stacking buff, Caster's summons gain +60,000 to all stats as a non-stacking buff, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Esoteric Wiseman'
Cosmic Cradle- (Spell, Spatial Magic, Spatial & Astral, 6,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below caster's Level and below Level 99, Caster may select up to 6 different Empowered Constellations that are settable by Astral Magic, Spatial Magic, or Wizard Magic spells equipped by caster or caster's willing allies that are worth under 300,000,000 Gold and cost under 6,000,000 MP and set those Empowered Constellations, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Adept Astral Magic Synchronization'
Establish Demiplane- (Spell, Other: Spatial Magic, Spatial, 2,500,000 MP, 250,000,000 Gold) Caster creates a battlespace, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Establish Warspace Mirrorfield- (Spell, Other: Spatial Magic, Spatial & War & Ice, 3,000,000 MP, 300,000,000 Gold) Caster obtains a non-stacking buff whose effect does not stack across multiple instances of said buff on different possessors that gives its possessor a 25% chance of being able to redirect each targeted instace of each offensive actions that comes from a source below Level 95 that is not 5 or more Levels greater than caster that is not Spatial element, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Horizon of Demise- (Spell, Other: Spatial Magic, Spatial & Destruction, 2,500,000 MP, 250,000,000 Gold) +250,000 Ranged Attack, +250,000 Magical Attack, 15% inflicts Instant Death, Attacks involving this spell may target entities below Level 80 in other battlespaces that are not greater Level than caster, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Space-Twin Planet- (Spell, Other: Spatial Magic, Spatial, 13,600,000 MP, 340,000,000 Gold) Target Astral Being with a Constant Effect or Ability named 'Supermassive' or 'Hypermassive' becomes simultaneously present in a chosen battlespace in addition to the battlespace it is already in, with it being able to choose to be solely in either battlespace when this effect ends should it no longer possess the capability to be in both battlespaces simulataneously, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Spatial Sinkhole- (Spell, Other: Spatial Magic, Spatial & Darkness & Earth, 2,500,000 MP, 250,000,000 Gold) Caster creates a Zone of Spatial and attaches a non-stacking effect to it that makes entities within it that are below Level 99 unable to voluntarily switch rows or leave the battlespace they are in, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Chronomancy Slots (10)
Desync- (Spell, Chronomancy, Time & Darkness, 5,000 MP, 6,000,000 Gold) Target may not delay its actions
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
Fog of Eons- (Spell, Other: Chronomancy, Air & Time, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Time and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is in it to have a 30% chance of being afflicted with Petrified: Time Stop at the start of each round
Temporal Zone-Freeze- (Spell, Other: Chronomancy, Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Create Time-Devouring Abyss of Bottomless Hunger- (Spell, Other: Time Magic, 4,000,000 MP, 200,000,000 Gold) Caster creates a Zone of Time and attaches a non-stacking effect on it that removes the element Time from the actions of all entities within it save its creator that are below Level 80, that has a 100% chance of inflicting Suffocation: No Future on each individual in it at the start of each round, and that causes individuals that are in it to count as being in a Phantom Terrain of Temporal Abyss, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Synchronization'
Consumables:
5 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
Pets:
*Urhol Daer No'Mourmont: Data-Integrated Mystic Command Entity- (Pet Aspect- Twelve Realms' Defense Grid, Spirit, Magic & Technology, Level Tied to Relevant Artifact, X Gold)
HP- 29,150,000
MP- 43,500,000
STR- 153,000
AGI- 153,000
CON- 153,000
MIN- 306,000
SPI- 461,000
XP- 0
XP Needed- Tied to Artifact
Minimum Level- 1
Defense- 467,500
Defense against Stat Damage- 81,300
Critical Chance- 158%
Resilience- 376%
To Hit- 258%
Dodge- 158%
Resistances and Immunities-Air Immunity, Earth Immunity, Fire Immunity, Water Immunity, Light Immunity, Darkness Immunity, Hope Immunity, Magic Immunity, Technology Immunity, Psychic Immunity, Physical Immunity, Ice Immunity, Energy Immunity, Acid Immunity, Electrical Immunity, War Immunity, Wood Immunity, Metal Immunity, Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, Stat Drain Immunity, Diseased Immunity, 158% Minor Status Effect Resistance, 79% Minor Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Agility
Constant Effects-
Variable Defensive Ward Patterns- Possessor may choose any one minor status effect at the beginning of a thread to become Immune to as a non-stacking buff, Possessor may choose any one moderate status effect at the beginning of a thread to become Immune to as a non-stacking buff, Constant Effect
Mystic Entity- Possessor gains +14,500,000 MP and +153,000 MIN, Constant Effect
Defensive Wards- Possessor and possessor's allies gain +350,000 Defense, +45,000 Defense against Stat Damage, and +158% Resilience as a non-stacking effect, Constant Effect
Command Entity- Possessor gains +153,000 SPI and +14,500,000 HP, Possessor's allies gain +75,000 to all stats as a non-stacking effect, Constant Effect
Superior Mystic Form- Possessor obtains +14,500,000 MP, obtains +153,000 SPI, and is Immune to individuals below Level 60, Constant Effect
Indexed Effects-
Thing of Magic- Possessor gains +2,000 SPI and +50,000 HP, Constant Effect
Mystic Fortitude- Possessor gains +50,000 HP, Constant Effect
Health Derived from the Defense Grid- Possessor gains +50,000 HP, Constant Effect
Greater Defense Field- Possessor gains +20,000 Defense, +20,000 Defense against Stat Damage, and +60% Resilience, Constant Effect
Crossrealm Magical Network Topography- Possessor may target lower or equal Level entities in other battlespaces; any entity that possessor targets in said manner may target possessor from different battlespaces until the end of the next round, Constant Effect
Abilities-
Assault Beams- 180,000 Damage, 300% may inflict Antimatter, this action may gain 2 hits against 600,000, Technology, 0 MP
Prime Force Blasts- 180,000 Damage, 300% may inflict Manablasted, this action may gain 2 hits against 600,000, Magic, 0 MP
Self-Restore- 10,000,000 Damage, Heals, Cures one minor and one moderate negative status effect, Cures one debuff from a source below Level 80, May only target caster, Magic or Technology, 0 MP
Scan Cyclopean System Data Banks- Scans target stats, this ability acts as though its caster were 20 levels higher for stat-scanning purposes, 1 hit against 200,000, Magic or Technology, 2,000 MP
Refabricate: Improved Form- Target gains +35% Resilience, +30,000 CON, +1,400,000 HP, +90,000 Defense, +30,000 MIN, and +1,400,000 MP, stacks 4 times, Technology & Psychic, 50,000 MP
Ward- Target gains 50% Resistance to a chosen Base element, stacks 200 times, Magic & Technology & Physical & Psychic, 50,000 MP
Direct Units- Targets gain an additional action immediately after this action if Units, 1 hit against 1,000,000, Magic or Technology, 380,000 MP
Crossrealm Gate- Caster and up to 2,000,000 willing allies leave their current battlespaces and enters another battlespace that is part of the same battle so long as no individual of equal Level to caster or greater Level than caster in the same battlespace as caster, as the same battlespace as any target, or the battlespace being entered objects, Spatial, 1,000,000 MP
Mystic Nuke- 360,000 Damage, 300% inflicts Hexed, Stat Drain, Poison, Poison: Irradiated, Stat Drain: MP Drain, and Fatigued, 1 hit against 200,000,000, Mystic or Magic & Technology, 1,000,000 MP
Indexed Abilities-
Direct Unit- Gives target Unit another action which is taken immediately after this one, Magic or Technology, 500 MP
Crossrealm Transport- Caster leaves its current battlespace and enters another battlespace that is part of the same battle so long as no individual of equal Level to caster or greater Level than caster in the same battlespace as caster objects, Spatial, 10,000 MP (Indexed at Level 39)
Awards-
Has Reached Round 41 in an Endurance Match
*Twelve Realms' Defense Force- (Pet Aspect- Twelve Realms' Defense Grid, Robot, Magic & Technology, Level Tied to Relevant Artifact, X Gold)
HP- 35,200,000
MP- 43,400,000
STR- 252,000
AGI- 252,000
CON- 252,000
MIN- 252,000
SPI- 252,000
XP- 0
XP Needed- Tied to Artifact
Minimum Level- 1
Defense- 310,950
Defense against Stat Damage- 31,600
Critical Chance- 158%
Resilience- 418%
To Hit- 258%
Dodge- 158%
Resistances and Immunities- Air Immunity, Earth Immunity, Fire Immunity, Water Immunity, Light Immunity, Darkness Immunity, Hope Immunity, Magic Immunity, Technology Immunity, Psychic Immunity, Physical Immunity, Ice Immunity, Energy Immunity, Acid Immunity, Electrical Immunity, War Immunity, Wood Immunity, Metal Immunity, Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, Stat Drain Immunity, Diseased Immunity, 158% Minor Status Effect Resistance, 79% Minor Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Agility
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 5,000 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 1,000) each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, Unit Effect
Defense Force- Possessor gains +16,000,000 HP, +252,000 Defense, and +15,800 Defense against Stat Damage, Constant Effect
Masterful Design- Possessor gains +124,000 to all stats, +16,000,000 MP, and +110% Resilience, Constant Effect
Grid Fortifications- Possessor obtains +110% Resilience, Possessor's Defense cannot be pierced by individuals below Level 80, Possessor's Defense Against Stat Damage cannot be pierced by individuals below Level 80, Constant Effect
Constant Grid-Generated Reinforcement Waves- Possessor regenerates 5,000,000 HP and MP at the start of each round, can heal units, Constant Effect
Crossrealm Fire- Possessor may target individuals below Level 75 who are present in different battlespaces, Constant Effect
Indexed Effects-
Force of Defense- Possessor gains +2,000 to all stats and +500 Defense, Constant Effect
Fine-Tuned- Possessor gains +2,000 to all stats , Possessor listed damage values for abilities named 'Assault Beams', 'Prime Force Blasts', and 'Elemental Torrent' are increased by 4,000 points, Possessor's listed damage value for abilities named 'Self Restore' increases by 40,000 points if said ability is being used to Heal HP and is not being used as part of an offensive action, Constant Effect
Tri-Realm Fortification of the First, Second, and Third Realms- Possessor gains +10% Resilience, Constant Effect
Tri-Realm Fortification of the Fourth, Fifth, and Sixth Realms- Possessor gains +10% Resilience, Constant Effect
Tri-Realm Fortification of the Seventh, Eighth, and Ninth Realms- Possessor gains +10% Resilience, Constant Effect
Tri-Realm Fortification of the Tenth, Eleventh, and Twelfth Realms- Possessor gains +10% Resilience, Constant Effect
First Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
First Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Second Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Second Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Third Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Third Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fourth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fourth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fifth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fifth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Sixth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Sixth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Seventh Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Seventh Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eighth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eighth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Ninth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Ninth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Tenth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Tenth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eleventh Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eleventh Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Twelfth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Twelfth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Mana Overboosted- Possessor obtains +7,000,000 MP, Constant Effect
Abilities-
Assault Beams- 184,000 Damage, this action pierces 520,000 Defense, 1 hit against 5,000,000, Technology, 0 MP
Prime Force Blasts- 184,000 Damage, 300% may inflict Manablasted, 1 hit against 5,000,000, Magic, 0 MP
Elemental Torrent- 184,000 Damage, 250% inflicts up to two chosen moderate negative status effects, 1 hit against 500,000,000, Earth or Air or Fire or Water or any combination of base elements, 0 MP
Self-Restore- 10,040,000 Damage, Heals, Cures one minor or moderate negative status effect, May heal units, May only target caster, Magic or Technology, 0 MP
Harry- Target obtains -25% To Hit, stacks 10 times, does not affect targets above Level 98, Technology & Air, 5,000 MP
Project Shield- +160,000 Defense, stacks 10 times, Technology or Magic, 50,000 MP
Realm Transfer- Caster exits its current battlespace and enters another preexisting battlespace within the same battle so long as no individual of Level 99 or greater in either battlespace objects, Spatial, 10,000 MP
Space Shield- Caster takes 1/4 Damage from attacks from sources below Level 80 while in the back row, does not stack, Spatial, 1,000,000 MP
Awards-
Has Reached Round 41 in an Endurance Match
Also 'brought in' (although Volatilis is technically starting this in its Inn Room):
200 Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater (From Caelum)
200 Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
200 Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater (From Cael)
200 Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold) (From Rosaline)
200 Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold) (From Rosaline)
200 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold) (From Cael)
100 Hambelstern Prototype Parts- (Item, Material, Technology, 30,575,900 Gold) (From Rosaline)
10 Immortal Essence- (Item, Material, Light & Darkness, 100,000,000 Gold) (From Tolva, converted from Fiend Essence via Rosaline)
*Blood Clam Shield- (Weapon, Shield, Water & Darkness, 17,000 Gold) +24 Defense, +5% Paralyze Resistance, +3% Damage Resist against Undead
*Sennedeb's Protective Amulet- (Accessory, Amulet, Magic, 900,000 Gold) +800 Defense, +600 SPI, 15% Magic Resistance
*Floating Shield of Lord Venturidas- (Weaponx0, Shield, Magic & Technology, 700,000 Gold) +73 Defense
w/ Walrusy- (Enchantment) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
AND Rather Walrusy- +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats, Enchantment
AND Absurdly Walrusy- 950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats, Enchantment
AND Absurdly, Shockingly Walrusy- +9,500 Melee Attack, +9,500 Ranged Attack, +9,500 Magical Attack, +9,500 to all stats, Enchantment
AND Absurdly, Shockingly, Scandelously Walrusy- +19,500 Melee Attack, +19,500 Ranged Attack, +19,500 Magical Attack, +19,500 to all stats, Enchantment
200 Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite
200 Rimedead Deathbow- (Weaponx2, Bow, Darkness & Ice, 7,500,000 Gold) +15,000 Ranged Attack, +15,000 AGI, +15,000 MIN, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite, 1% inflicts Instant Death
200 Rimedead Doomlance- (Weapon, Spear, Darkness & Ice, 11,500,000 Gold) +11,500 Melee Attack, +11,500 STR, +11,500 CON, 75% inflicts Frozen, 75% inflicts Voidstruck, 75% inflicts Frozen: Frostbite, 75% inflics Wounded, 2% inflicts Instant Death
200 Rimedead Plate- (Armor, Heavy Armor, Darkness & Ice, 7,500,000 Gold) +7,500 Defense, +7,500 Defense against Darkness, +7,500 Defense against Ice, Frozen Immunity against sources below Level 90, 50% Voidstruck Resistance
200 Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
200 Shield of the Pearl Wall- (Weapon, Shield, Light & Physical & Earth, 3,000,000 Gold) +3,000 Defense, +1,000 Melee Attack, +3,000 CON, +300 Defense against Stat Damage, wielder's HP may not be reduced below 1 by the first attack that targets wielder each turn that comes from a source below Level 40, Wielder must be Level 20 or greater
Volatilis Performs Some Practical Research
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Volatilis Performs Some Practical Research
This quest began on Oct 23, 2018.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Volatilis Performs Some Practical Research
Aeromage wrote: First, of course, the area of scientific study needs to be set. Volatilis expands its room to suitable proportions through spatial manipulation, and then, through its Record of the World's Greatest Heroes, calls in a contingent of 8 Grandmasters in order to act as its support staff.
The Master Diviner's Mirror-Water Scrying Ocean is geomantically positioned amidst the Eight-World Mirror-Ring Linkage Network (through Volatilis' Expert-tier Geomancy, Spatial Magic and Spatial knowledge, and Adept Divining skill) in order to truly ensure it doesn't miss a thing. Checks are performed, re-run, and triple-checked, marked off on clipboards throughout the nation in order to ensure the greatest possible degree of accuracy through the citizens' Adept-level grasp of Reality Auditing and the way of Clipboards in general.
Urhol Daer No'Mourmont, titan of scanning and support magic that it is, Refabricates itself, the island and the Grandmasters to peak mental effectiveness in order to ensure utmost efficiency in the tasks to come before settling in to supervise, support and record where necessary in order to better understand and unravel the mysteries of the processes involved.
The first run of experiments follows a simple line of thought, albeit one that will accomplish a number of goals in its course.
How great an improvement can combos make on their 'base' items?
For this, Alim decides that the simpler the combo, the better. From this, he elects to follow a line of inquiry that has been made already through similar- but not exactly the same means.
Darston holds the Power of Walshandeth. While an ability granted to him at a (comparatively, considering everything that has since happened) low level, it has proven to be a potent boon indeed- constantly improving itself over time through the power of Fate.
With this, he took Adamantine, and, through the simplest of combos- one item, one ability- he used the Power of Walshandeth's intrinsic theme of 'constant improvement' to repeatedly improve the material, step by step.
Adamantine = Orihalcum (The Power of Walshandeth)
Orihalcum = Aetherium (The Power of Walshandeth)
Aetherium = Juggernaut Steel (The Power of Walshandeth)
Juggernaut Steel = Unbowed Iron (The Power of Walshandeth)
Unbowed Iron = Master's Silver (The Power of Walshandeth)
Master's Silver = Demon Lord Brass (The Power of Walshandeth)
Demon Lord Brass = Citadel Basalt (The Power of Walshandeth)
Citadel Basalt = Nightsedge Glass (The Power of Walshandeth)
Nightsedge Glass = Voidcry Steel (The Power of Walshandeth)
Voidcry Steel = Godcrown Steel (The Power of Walshandeth)
Godcrown Steel = Astral Tear (The Power of Walshandeth)
Astral Tear = Gatelord's Diamond (The Power of Walshandeth)
Gatelord's Diamond = Fated Cobalt (The Power of Walshandeth)
Fated Cobalt = Getting-Kinda-Repetivive-Aren't-We-Darston-Ite (The Power of Walshandeth)
Adamantine- (Item, Material, Earth & Physical, 24,000,000 Gold)
Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
Aetherium- (Item, Material, Earth & Air & Aether, 120,000,000 Gold)
Juggernaut Steel- (Item, Material, Earth & Metal, 130,000,000 Gold)
Unbowed Iron- (Item, Material, Nobility & Glory & Metal, 140,000,000 Gold)
Master's Silver- (Item, Material, Hope & Metal, 150,000,000 Gold)
Demon Lord Brass- (Item, Material, Fire & Darkness & Glory, 160,000,000 Gold)
Citadel Basalt- (Item, Material, Fire & Darkness & Earth & Warding, 170,000,000 Gold)
Nightsedge Glass- (Item, Material, Darkness & Aether & Time, 180,000,000 Gold)
Voidcry Steel- (Item, Material, Void & Sonic, 190,000,000 Gold)
Godcrown Steel- (Item, Material, Glory & Air & Light, 200,000,000 Gold)
Astral Tear- (Item, Material, Astral, 210,000,000 Gold)
Gatelord's Diamond- (Item, Material, Spatial & Nobility, 220,000,000 Gold)
Fated Cobalt- (Item, Material, Fate, 240,000,000 Gold)
Getting-Kinda-Repetivive-Aren't-We-Darston-Ite- (Item, Material, Null, 100 Gold)
This is, of course, fascinating. After taking a 24,000,000 Gold Material and transforming it into a Material ten times its value, the combo system itself apparently decided to set a cap on further improvement through making the next result a Null-element, 100-Gold Material that explicitly referenced the one who created it. Does this mean the Combo system isn't fully automatic, but presided over by actively-involved forces? Was the cap set due to the number of steps taken (14), the value of the highest-Gold-value result (10 times the original base), the power of the ability used, or some sort of combination of the three?
This bears further investigation.
Volatilis does not have a readily-available stock of Adamantine. It does, however, have Orihalcum, a material low enough in the combo-chain to provide a suitable base from which to start. Orihalcum also marks the 'start' of the steady, regular progression of material-value-increases up the chain.
Volatilis also does not have The Power of Walshandeth.
The Power of Walshandeth, however, is an ability that is focused around constant improvement. Volatilis has deep inroads into Infinity Designer, the tree of the element of Progress, whose main theme is constant improvement.
Alim's first experiment is, therefore, to see how far Orihalcum can be improved through Progress alone. Sub-goals, and just as interesting, are to see if and when this new combo chain might diverge from the Walshandeth chain- as the pinnacle result was Fated Cobalt, it is quite likely that the ability's Fate-tilt had an effect, although the island's researchers are presently unsure whether this came about as a sudden divergence from a specific material in the chain, or through cumulative, gradual nudges with each subsequent result. Using the comparatively 'pure' Progress-ability, therefore, should make this experiment something of a control group.
All the while, Urhol, the Grandmasters and the various other researchers and systems on the island work to record what happens and attempt to unpack the hows and whys.
The Combo Is Thus:
Orihalcum = ??? (Adept Progress Synchronization)
Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
This is then repeated with each subsequent result until a cap-point is reached (it is assumed there is one, as the island's research-crew have determined that level and ability-tiers generally form natural plateaus in progression).
Lord Gadigan wrote: Orihalcum = Aetherium (Adept Progress Synchronization)
Well. That was expected.
Aetherium = Fadefractal Silk (Adept Progress Synchronization)
Fadefractal Silk - (Item, Material, Illusion & Technology & Aether, 120,000,000 Gold)
It's different!
Aeromage wrote: "F...fascinating. P...perhaps Fate's minor theme of 'm...momentum' caused the shift to Juggernaut Steel..."
The research continues as others compare and contrast the new material to their records of its counterpart on the Walshandeth chain!
Fadefractal Silk = ??? (Adept Progress Synchronization)
Fadefractal Silk - (Item, Material, Illusion & Technology & Aether, 120,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Fadefractal Silk = Farheaven Cloud (Adept Progress Synchronization)
Farheaven Cloud- (Item, Material, Light & Spatial & Air & Aether, 140,000,000 Gold)
It continues in a new direction.
Farheaven Cloud = Master's Silver (Adept Progress Synchronization)
But suddenly converges!
Aeromage wrote: The research teams ponder whether this has more to do with the ability or the person creating the combo.
Nonetheless, the results are recorded, and the team forges onwards!
Master's Silver = ??? (Adept Progress Synchronization)
Master's Silver- (Item, Material, Hope & Metal, 150,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Master's Silver = Planecage Gold (Adept Progress Synchronization)
Planecage Gold- (Item, Material, Spatial & Metal & Warding, 160,000,000 Gold)
Aeromage wrote: The teams were expecting something different, but the new result lends some further credence to the theory that the individual performing the combo has as much of a sway on the result as the ability used does. Or perhaps Walshandeth was more related to the darker side of the entity-subtype spectrum than it seemed.
This will require further testing later.
Planecage Gold = ??? (Adept Progress Synchronization)
Planecage Gold- (Item, Material, Spatial & Metal & Warding, 160,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Planecage Gold = Primordial Code (Adept Progress Synchronization)
Primordial Code- (Item, Material, Technology & Life & Time, 170,000,000 Gold)
Aeromage wrote: That one raises some eyebrows. Not quite the building-block-related material the researchers were expecting, and yet, a building-block-material in a different fashion.
They continue!
Primordial Code = ??? (Adept Progress Synchronization)
Primordial Code- (Item, Material, Technology & Life & Time, 170,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Primordial Code = Farspace Blossom (Adept Progress Synchronization)
Farspace Blossom- (Item, Material, Astral & Spatial & Wood, 180,000,000 Gold)
Aeromage wrote: Definitely not like its counterpart, and yet somehow distantly related. Are the chains diverging further? Investigation continues!
Farspace Blossom = ??? (Adept Progress Synchronization)
Farspace Blossom- (Item, Material, Astral & Spatial & Wood, 180,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Farspace Blossom = Crystallized Archhymn (Adept Progress Synchronization)
Crystallized Archhymn- (Item, Material, Light & Sonic & Faith & Glory & Crystal (2), 190,000,000 Gold)
Aeromage wrote: Considering the other chain, the researchers of Volatilis are fairly confident the next step will be a return to the other chain's result: Godcrown Steel. This would provide the basis for an interesting theory regarding material archetypes for given levels of power... if correct.
Crystallized Archhymn = ??? (Adept Progress Synchronization)
Crystallized Archhymn- (Item, Material, Light & Sonic & Faith & Glory & Crystal (2), 190,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Crystallized Archhymn = Godcrown Steel (Adept Progress Synchronization)
Volatilis was correct!
Aeromage wrote: A flurry of theorising is produced! There being ur-/archetypical materials for each power band has become considerably more likely!
Onward to see what's next!
Godcrown Steel = ??? (Adept Progress Synchronization)
Godcrown Steel- (Item, Material, Glory & Air & Light, 200,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Godcrown Steel = Neo-Adamantine (Adept Progress Synchronization)
Neo-Adamantine- (Item, Material, Metal & Progress, 210,000,000 Gold)
Aeromage wrote: A throwback to a step before the chain, only improved? This seems promising. And likely marks the beginning of the true Progress tilt, rather than Fate tilt to things.
With this in mind, the researchers are eager to see what might come next. Neo-Orihalcum would be expected, but perhaps too expected...
Neo-Adamantine = ??? (Adept Progress Synchronization)
Neo-Adamantine- (Item, Material, Metal & Progress, 210,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Neo-Adamantine = Neo-Orihalcum (Adept Progress Synchronization)
Neo-Orihalcum- (Item, Material, Metal & Progress, 220,000,000 Gold)
Looks like the expected occurred!
Aeromage wrote: Half of the research teams predict Neo-Aetherium. The other half predict an unpredictable departure to something else.
Only one way to find out!
Neo-Orihalcum = ??? (Adept Progress Synchronization)
Neo-Orihalcum- (Item, Material, Metal & Progress, 220,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
MODRAAAAAAAAAAAAAGE
- Modrageball
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Re: Volatilis Performs Some Practical Research
Lord Gadigan wrote: Neo-Orihalcum = Neo-Aetherium (Adept Progress Synchronization)
Neo-Aetherium- (Item, Material, Aether & Progress, 230,000,000 Gold)
The expected item, but a difference in value!
Aeromage wrote: Here comes the real test. Is the chain limited to the same number of iterations as the Walshandeth-chain was, or does the (presumable) higher-tier of the ability allow it to push further onwards? Will Neo-Fadefractal Silk be the next step if so, or will things get more peculiar?
Neo-Aetherium = ??? (Adept Progress Synchronization)
Neo-Aetherium- (Item, Material, Aether & Progress, 230,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Neo-Aetherium = Grandmaster's Platinum (Adept Progress Synchronization)
Grandmaster's Platinum- (Item, Material, Metal & Progress, 240,000,000 Gold)
Aeromage wrote: Given the as-yet-unexplored yet clearly vast potential of Master's Silver, this excites the island's research teams considerably.
But does it go even further than this?
Grandmaster's Platinum= ??? (Adept Progress Synchronization)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Grandmaster's Platinum- (Item, Material, Metal & Progress, 240,000,000 Gold)
Lord Gadigan wrote: Grandmaster's Platinum = Titanthrone Ivory (Adept Progress Synchronization)
Titanthrone Ivory- (Item, Material, Glory & Nobility & Faith & Time & Progress, 250,000,000 Gold)
Aeromage wrote: The teams are in solidly unexplored territory, but the results are definitely giving them more of an idea of what the higher echelons of power hold. Materials-wise, at least.
They continue apace!
Titanthrone Ivory = ??? (Adept Progress Synchronization)
Titanthrone Ivory- (Item, Material, Glory & Nobility & Faith & Time & Progress, 250,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Titanthrone Ivory = Adept's Horizon-Breaking Formula (Adept Progress Synchronization)
Adept's Horizon-Breaking Formula- (Item, Material, Progress, 250,000,001 Gold)
Volatilis doing this as RP combos gives him a bit of an edge here. His magic-analysis teams determine that this would have turned out differently with a lower-tier ability.
Aeromage wrote: Well, now. That certainly makes things interesting.
They'll see if this is where the chain ends! If so, there's another thing to try...
Adept's Horizon-Breaking Formula = ??? (Adept Progress Synchronization)
Adept's Horizon-Breaking Formula- (Item, Material, Progress, 250,000,001 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Adept's Horizon-Breaking Formula = Cosmic Embryo (Adept Progress Synchronization)
Cosmic Embryo- (Item, Material, Life & Astral & Time, 275,000,000 Gold)
Aeromage wrote: The jump in value intrigues the research-team. Has this diverged from a more ordinary chain into one of a different potency? Or is this the end?
Cosmic Embryo = ??? (Adept Progress Synchronization)
Cosmic Embryo- (Item, Material, Life & Astral & Time, 275,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Cosmic Embryo = Crossworld Fractal-Structure (Adept Progress Synchronization)
Crossworld Fractal-Structure- (Item, Material, Spatial & Astral & Color, 300,000,000 Gold)
Aeromage wrote: Given the sudden jumps in value, it seems likely that whatever the alternate result for the Titanthrone Ivory might be, it's highly likely it would be the end of that chain.
Instead, it looks like the research team has hit upon a new and exciting chain of items!
They continue!
Crossworld Fractal-Structure = ??? (Adept Progress Synchronization)
Crossworld Fractal-Structure- (Item, Material, Spatial & Astral & Color, 300,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Crossworld Fractal-Structure = Hyperecho Gellerite (Adept Progress Synchronization)
Hyperecho Gellerite- (Item, Material, Dopple & Time & Metal, 350,000,000 Gold)
Aeromage wrote: The value jumps seem to be increasing. More esoteric elements are also showing up. Intriguing!
Hyperecho Gellerite = ??? (Adept Progress Synchronization)
Hyperecho Gellerite- (Item, Material, Dopple & Time & Metal, 350,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Hyperecho Gellerite = Star Emperor's Steel (Adept Progress Synchronization)
Star Emperor's Steel- (Item, Material, Astral & Nobility & Glory & Metal, 400,000,000 Gold)
Aeromage wrote: These are certainly getting considerably grander. The research teams figure this will be a good tie-in to later experiments regarding the value-cap for different levels and tiers of abilities.
Star Emperor's Steel = ??? (Adept Progress Synchronization)
Star Emperor's Steel- (Item, Material, Astral & Nobility & Glory & Metal, 400,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Star Emperor's Steel = Adaptive Miracle Matter (Adept Progress Synchronization)
Adaptive Miracle Matter- (Item, Material, Void & Astral & Wonder & Faith & Progress, 500,000,000 Gold)
Aeromage wrote: The value's taken a jump again! That material in particular should be very useful in some upcoming projects the island's information networks have picked up.
Adaptive Miracle Matter = ??? (Adept Progress Synchronization)
Adaptive Miracle Matter- (Item, Material, Void & Astral & Wonder & Faith & Progress, 500,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Adaptive Miracle Matter = A Glimpse of the Horizon (Adept Progress Synchronization)
A Glimpse of the Horizon- (Item, Material, Hope & Progress, 3 Gold)
Its value plummets!
Aeromage wrote: The research teams of Volatilis assume this is the end of the chain. They'll do some divination to confirm that (and their theory that this would have been the result of the Titanthrone Ivory had a lower-tier Progress ability have been used).
After some brief confusion regarding hypothetical value caps between Item-subtype combo results and equipment results (blamed on a certain property that was also a sword), the teams forge on to the next experiment: seeing if equipment results cap at the same value as items, given the same ability used.
First, the high-end. Will this cap out at 500 million, too?
Blade of the Gold Leaf Throne's Champion = ??? (Adept Progress Synchronization)
Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
MODRAAAAAAAAAAAAAGE
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Re: Volatilis Performs Some Practical Research
Lord Gadigan wrote: I'll hand you:
A Glimpse of the Horizon = A Glimpse of the Horizon (Adept Progress Synchronization)
Titanthrone Ivory = A Glimpse of the Horizon (Infinity Designer)
For good guess work. It strikes as inspiration and isn't really a divination result. Divination at normally-reachable power levels doesn't really work on predicting Combos normally (because it would become some hideous mess in RP threads if it did, and BA member Diviners would become even more hax than they already are).
============================
Blade of the Gold Leaf Throne's Champion = Blade of the Gold Leaf Throne's Champion (Adept Progress Synchronization)
Hm. That one stayed inert.
Aeromage wrote: Well, then. Time for a bit of experimentation to see how different ability tiers work with regards to value, power and tilt.
Shield of the Golden Peace = ??? (Basic Spatial Synchronization)
Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Lord Gadigan wrote: What is that shield from?
kitsune106 wrote: Goldclad War-Ender
Level 48
Celestial, Light & War
HP- 1,800,000
MP- 1,800,000
STR- 15,000
AGI- 15,000
CON- 15,000
MIN- 15,000
SPI- 15,000
XP- 0
Defense- 12,500
Defense against Stat Damage- 1,250
Critical Chance- 55%
Resilience- 55%
To Hit- 155%
Dodge- 55%
Resistances and Immunities- Light Immunity, Physical Immunity, Earth Immunity, War Immunity, Awestruck Immunity, Entombed Immunity, Wounded Immunity, Suffocation Immunity, Frozen Immunity, Dissolving Immunity, 94% Minor Status Effect Resistance, 48% Minor Status Effect Resistance, Diseased Immunity, Hexed Immunity
Prime Attribute- Strength
Constant Effects-
Juggernaut of War and Peace- Possessor deals 30,000 additional Damage, Possessor gains +30,000 Defense, Possessor's allies gain +4,000 Defense as a non-stacking effect, Possessor's allies may not be targeted by opponents below Level 60 who are in other battles, Constant Effect
Resolute- Possessor gains Charm Immunity, +750,000 HP, +15,000 Defense, and +30% Resilience, Constant Effect
Shielding Presence- Possessor's opponents below Level 40 may not target opponents other than possessor with offensive actions, Constant Effect
Ending the War- Possessor's opponents below Level 60 may not summon, Possessor may cancel the War element actions of any individual below Level 40, Constant Effect
Shielded- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Stasis Fist- 25,000 Damage, Target skips its next action if below Level 40 as a non-stacking effect, Physical or Ice, 0 MP
Shining Missiles- 15,000 Damage, 150% may inflict Impaired: Blind, 150% may inflict Awestruck, 1 hit against 5,000, Light or War or Light & Water, 0 MP
Shield- +25,000 Defense, Target gains 50% Physical Resistance, does not stack, Physical & Technology, 25,000 MP
Slumbering Light- Inflicts Impaired: Blind, Inflicts Fatigued: Asleep, 1 hit against 10,000, Light & Air, 50,000 MP
Drops-
180,000 Gold
12,000 XP
50% Celestial Gold- (Item, Material, Light & Earth, 200,000 Gold)
30% Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
20% Celestial Battleplan- (Item, Antiquity, Light & Air, 400,000 Gold)
Aeromage wrote: Goldclad War-Ender
Level 48
Celestial, Light & War
(The pearl shield, should they pop up later, are from the
Celestial of the Pearl Wall
Level 46
Celestial, Light & Earth)
Lord Gadigan wrote: Shield of the Golden Peace = Shield of the Clouds Above (Basic Spatial Synchronization)
Shield of the Clouds Above- (Weapon, Shield, Light & Air, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 AGI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Aeromage wrote: The next step!
Shield of the Golden Peace = ??? (Apprentice Spatial Synchronization)
Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Lord Gadigan wrote: Shield of the Golden Peace = Shield of the Clouds Above (Apprentice Spatial Synchronization)
Aeromage wrote: The next step!
Shield of the Golden Peace = ??? (Reality Arranger)
Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Lord Gadigan wrote: Shield of the Golden Peace = Shield of the Boundary Line (Reality Arranger)
Shield of the Boundary Line- (Weapon, Shield, Spatial, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 SPI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Aeromage wrote: Continuing on!
Shield of the Golden Peace = ??? (Adept Spatial Synchronization)
Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Shield of the Golden Peace = Shield of the Boundary Line (Adept Spatial Synchronization)
Aeromage wrote: And then!
Shield of the Golden Peace = ??? (Expert Spatial Synchronization)
Shield of the Golden Peace- (Weapon, Shield, Light & Physical & Earth, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 CON, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Lord Gadigan wrote: Shield of the Golden Peace = Shield of the Sacred Boundary (Expert Spatial Synchronization)
Shield of the Sacred Boundary- (Weapon, Shield, Spatial, 8,500,000 Gold) +8,500 Defense, +6,000 Melee Attack, +8,500 CON, +8,500 SPI, +850 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Aeromage wrote: Interesting. They file the various values away for later consideration.
Next, they see how much of a jump their power of Progress makes for lower-tier (relatively) items!
Another Shield of the Sacred Boundary is created, and a combo is formed!
Shield of the Sacred Boundary = ??? (Adept Progress Synchronization)
Shield of the Sacred Boundary- (Weapon, Shield, Spatial, 8,500,000 Gold) +8,500 Defense, +6,000 Melee Attack, +8,500 CON, +8,500 SPI, +850 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Shield of the Sacred Boundary = Holy City's Barrier-Shield (Adept Progress Synchronization)
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Aeromage wrote: Quite a jump! They continue and take notes.
Holy City's Barrier-Shield = ??? (Adept Progress Synchronization)
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Holy City's Barrier-Shield = Holy City's Barrier-Shield (Adept Progress Synchronization)
Aeromage wrote: Looks like that's as far as it goes.
On to the next experiment: uniques can be empowered through absorbs. But can they be forced to improve through sheer combo-force? Progress would likely be an excellent vector for this especially on a low-tier unique.
*Blood Clam Shield = ??? ( Adept Progress Synchronization)
*Blood Clam Shield- (Weapon, Shield, Water & Darkness, 17,000 Gold) +24 Defense, +5% Paralyze Resistance, +3% Damage Resist against Undead
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: *Blood Clam Shield = *Blood Clam Shield ( Adept Progress Synchronization)
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- Modrageball
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Re: Volatilis Performs Some Practical Research
Aeromage wrote: On to another topic, then: seeing how well uniques deal with progressive upgrades via absorbs Vs immediately absorbing more powerful things.
Volatilis has two unique shields, but requires a few more tiers of value for potential absorbables, first.
As such, it's time to make more absorb fodder first.
Holy City's Barrier-Shield + Orihalcum = ??? (Adept Progress Synchronization)
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Holy City's Barrier-Shield + Orihalcum = Divine Champion's Orihalcum Shield (Adept Progress Synchronization)
Divine Champion's Orihalcum Shield- (Weapon, Shield, Spatial & Light, 108,700,000 Gold) +109,500 Defense, +110,300 CON, +10,000 Defense against Stat Damage, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 60, Wielder takes half damage from non-unique sources below Level 60, Wielder's allies gain 15% Divine Magic Resistance and 15% Demon Magic Resistance, Wielder must be at least Level 40
Aeromage wrote: (The combo there has 'of the Sun' in the name's result, but the item itself doesn't have that. Which would you prefer for the result?)
The island's researchers, seeing an opportunity, take a look to see how Progress interacts with other materials using the same base (as well as hopefully making 'stepping-stone' absorbables for one of the upcoming experiments).
Holy City's Barrier-Shield + Planecage Gold = ??? (Adept Progress Synchronization)
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Planecage Gold- (Item, Material, Spatial & Metal & Warding, 160,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Lord Gadigan wrote: Remove the sun, please. I was originally going to include it as an aspect, but realized there was already a sub-line of sun-themed Orihalcum items that had a different entry point and didn't want to mix it in here.
Aeromage wrote: Sunblocked! (Posting so it doesn't look like it's waiting on me)
Lord Gadigan wrote: Holy City's Barrier-Shield + Planecage Gold = Pocket-Dimension-Snaring Cage (Adept Progress Synchronization)
Pocket-Dimension-Snaring Cage- (Accessory, Container, Spatial & Metal & Warding, 250,000,000 Gold) Up to once per battle, when an entity below Level 95 that is not 5 or more Levels greater than wielder would create a battlespace, wielder may choose to prevent that battlespace's creation, Wielder must be Level 40 or greater
Aeromage wrote: Whoops. Not quite what they were after. They try another, somewhat more-related-to-the-shield material for a hopefully more shield-y result.
Holy City's Barrier-Shield + Crystallized Archhymn= ??? (Adept Progress Synchronization)
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Crystallized Archhymn- (Item, Material, Light & Sonic & Faith & Glory & Crystal (2), 190,000,000 Gold)
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
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- Modrageball
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Re: Volatilis Performs Some Practical Research
Progress and Universe stalled.
Moved to Gad Review to determine what happens to it next.
Moved to Gad Review to determine what happens to it next.
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Re: Volatilis Performs Some Practical Research
Holy City's Barrier-Shield + Crystallized Archhymn = Hymn-Dome Which Can Shield a City (Adept Progress Synchronization)
Hymn-Dome Which Can Shield a City- (Item, Property, Light & Sonic & Faith & Glory & Crystal (2) & Warding, 190,000,000 Gold)
Hymn-Dome Which Can Shield a City- (Item, Property, Light & Sonic & Faith & Glory & Crystal (2) & Warding, 190,000,000 Gold)
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Re: Volatilis Performs Some Practical Research
Thread moved for updating.
- Aeromage
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Re: Volatilis Performs Some Practical Research
Rrrrright.
Rosaline gets:
-4 Orihalcum
Volatilis gets:
-10 Shield of the Golden Peace
Divine Champion's Orihalcum Shield- (Weapon, Shield, Spatial & Light, 108,700,000 Gold) +109,500 Defense, +110,300 CON, +10,000 Defense against Stat Damage, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 60, Wielder takes half damage from non-unique sources below Level 60, Wielder's allies gain 15% Divine Magic Resistance and 15% Demon Magic Resistance, Wielder must be at least Level 40
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
2 Shield of the Boundary Line- (Weapon, Shield, Spatial, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 SPI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
2 Shield of the Clouds Above- (Weapon, Shield, Light & Air, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 AGI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Sacred Boundary- (Weapon, Shield, Spatial, 8,500,000 Gold) +8,500 Defense, +6,000 Melee Attack, +8,500 CON, +8,500 SPI, +850 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Pocket-Dimension-Snaring Cage- (Accessory, Container, Spatial & Metal & Warding, 250,000,000 Gold) Up to once per battle, when an entity below Level 95 that is not 5 or more Levels greater than wielder would create a battlespace, wielder may choose to prevent that battlespace's creation, Wielder must be Level 40 or greater
A Glimpse of the Horizon- (Item, Material, Hope & Progress, 3 Gold)
Hymn-Dome Which Can Shield a City- (Item, Property, Light & Sonic & Faith & Glory & Crystal (2) & Warding, 190,000,000 Gold)
New Combos
Orihalcum = Aetherium (Adept Progress Synchronization)
Aetherium = Fadefractal Silk (Adept Progress Synchronization)
Fadefractal Silk = Farheaven Cloud (Adept Progress Synchronization)
Farheaven Cloud = Master's Silver (Adept Progress Synchronization)
Master's Silver = Planecage Gold (Adept Progress Synchronization)
Planecage Gold = Primordial Code (Adept Progress Synchronization)
Primordial Code = Farspace Blossom (Adept Progress Synchronization)
Farspace Blossom = Crystallized Archhymn (Adept Progress Synchronization)
Crystallized Archhymn = Godcrown Steel (Adept Progress Synchronization)
Godcrown Steel = Neo-Adamantine (Adept Progress Synchronization)
Neo-Adamantine = Neo-Orihalcum (Adept Progress Synchronization)
Neo-Orihalcum = Neo-Aetherium (Adept Progress Synchronization)
Neo-Aetherium = Grandmaster's Platinum (Adept Progress Synchronization)
Grandmaster's Platinum = Titanthrone Ivory (Adept Progress Synchronization)
Titanthrone Ivory = Adept's Horizon-Breaking Formula (Adept Progress Synchronization)
Adept's Horizon-Breaking Formula = Cosmic Embryo (Adept Progress Synchronization)
Cosmic Embryo = Crossworld Fractal-Structure (Adept Progress Synchronization)
Crossworld Fractal-Structure = Hyperecho Gellerite (Adept Progress Synchronization)
Hyperecho Gellerite = Star Emperor's Steel (Adept Progress Synchronization)
Star Emperor's Steel = Adaptive Miracle Matter (Adept Progress Synchronization)
Adaptive Miracle Matter = A Glimpse of the Horizon (Adept Progress Synchronization)
A Glimpse of the Horizon = A Glimpse of the Horizon (Adept Progress Synchronization)
Titanthrone Ivory = A Glimpse of the Horizon (Infinity Designer)
Shield of the Golden Peace = Shield of the Clouds Above (Basic Spatial Synchronization)
Shield of the Golden Peace = Shield of the Clouds Above (Apprentice Spatial Synchronization)
Shield of the Golden Peace = Shield of the Boundary Line (Reality Arranger)
Shield of the Golden Peace = Shield of the Boundary Line (Adept Spatial Synchronization)
Shield of the Golden Peace = Shield of the Sacred Boundary (Expert Spatial Synchronization)
Shield of the Sacred Boundary = Holy City's Barrier-Shield (Adept Progress Synchronization)
Holy City's Barrier-Shield = Holy City's Barrier-Shield (Adept Progress Synchronization)
*Blood Clam Shield = *Blood Clam Shield ( Adept Progress Synchronization)
Holy City's Barrier-Shield + Orihalcum = Divine Champion's Orihalcum Shield (Adept Progress Synchronization)
Holy City's Barrier-Shield + Planecage Gold = Pocket-Dimension-Snaring Cage (Adept Progress Synchronization)
Holy City's Barrier-Shield + Crystallized Archhymn = Hymn-Dome Which Can Shield a City (Adept Progress Synchronization)
New Items
Divine Champion's Orihalcum Shield- (Weapon, Shield, Spatial & Light, 108,700,000 Gold) +109,500 Defense, +110,300 CON, +10,000 Defense against Stat Damage, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 60, Wielder takes half damage from non-unique sources below Level 60, Wielder's allies gain 15% Divine Magic Resistance and 15% Demon Magic Resistance, Wielder must be at least Level 40
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Boundary Line- (Weapon, Shield, Spatial, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 SPI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Clouds Above- (Weapon, Shield, Light & Air, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 AGI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Sacred Boundary- (Weapon, Shield, Spatial, 8,500,000 Gold) +8,500 Defense, +6,000 Melee Attack, +8,500 CON, +8,500 SPI, +850 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Pocket-Dimension-Snaring Cage- (Accessory, Container, Spatial & Metal & Warding, 250,000,000 Gold) Up to once per battle, when an entity below Level 95 that is not 5 or more Levels greater than wielder would create a battlespace, wielder may choose to prevent that battlespace's creation, Wielder must be Level 40 or greater
Adaptive Miracle Matter- (Item, Material, Void & Astral & Wonder & Faith & Progress, 500,000,000 Gold)
Adept's Horizon-Breaking Formula- (Item, Material, Progress, 250,000,001 Gold)
A Glimpse of the Horizon- (Item, Material, Hope & Progress, 3 Gold)
Cosmic Embryo- (Item, Material, Life & Astral & Time, 275,000,000 Gold)
Crossworld Fractal-Structure- (Item, Material, Spatial & Astral & Color, 300,000,000 Gold)
Crystallized Archhymn- (Item, Material, Light & Sonic & Faith & Glory & Crystal (2), 190,000,000 Gold)
Fadefractal Silk - (Item, Material, Illusion & Technology & Aether, 120,000,000 Gold)
Farheaven Cloud- (Item, Material, Light & Spatial & Air & Aether, 140,000,000 Gold)
Farspace Blossom- (Item, Material, Astral & Spatial & Wood, 180,000,000 Gold)
Grandmaster's Platinum- (Item, Material, Metal & Progress, 240,000,000 Gold)
Hyperecho Gellerite- (Item, Material, Dopple & Time & Metal, 350,000,000 Gold)
Neo-Adamantine- (Item, Material, Metal & Progress, 210,000,000 Gold)
Neo-Aetherium- (Item, Material, Aether & Progress, 230,000,000 Gold)
Neo-Orihalcum- (Item, Material, Metal & Progress, 220,000,000 Gold)
Planecage Gold- (Item, Material, Spatial & Metal & Warding, 160,000,000 Gold)
Primordial Code- (Item, Material, Technology & Life & Time, 170,000,000 Gold)
Star Emperor's Steel- (Item, Material, Astral & Nobility & Glory & Metal, 400,000,000 Gold)
Titanthrone Ivory- (Item, Material, Glory & Nobility & Faith & Time & Progress, 250,000,000 Gold)
Hymn-Dome Which Can Shield a City- (Item, Property, Light & Sonic & Faith & Glory & Crystal (2) & Warding, 190,000,000 Gold)
-Updated, Moved and Locked-
Rosaline gets:
-4 Orihalcum
Volatilis gets:
-10 Shield of the Golden Peace
Divine Champion's Orihalcum Shield- (Weapon, Shield, Spatial & Light, 108,700,000 Gold) +109,500 Defense, +110,300 CON, +10,000 Defense against Stat Damage, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 60, Wielder takes half damage from non-unique sources below Level 60, Wielder's allies gain 15% Divine Magic Resistance and 15% Demon Magic Resistance, Wielder must be at least Level 40
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
2 Shield of the Boundary Line- (Weapon, Shield, Spatial, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 SPI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
2 Shield of the Clouds Above- (Weapon, Shield, Light & Air, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 AGI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Sacred Boundary- (Weapon, Shield, Spatial, 8,500,000 Gold) +8,500 Defense, +6,000 Melee Attack, +8,500 CON, +8,500 SPI, +850 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Pocket-Dimension-Snaring Cage- (Accessory, Container, Spatial & Metal & Warding, 250,000,000 Gold) Up to once per battle, when an entity below Level 95 that is not 5 or more Levels greater than wielder would create a battlespace, wielder may choose to prevent that battlespace's creation, Wielder must be Level 40 or greater
A Glimpse of the Horizon- (Item, Material, Hope & Progress, 3 Gold)
Hymn-Dome Which Can Shield a City- (Item, Property, Light & Sonic & Faith & Glory & Crystal (2) & Warding, 190,000,000 Gold)
New Combos
Orihalcum = Aetherium (Adept Progress Synchronization)
Aetherium = Fadefractal Silk (Adept Progress Synchronization)
Fadefractal Silk = Farheaven Cloud (Adept Progress Synchronization)
Farheaven Cloud = Master's Silver (Adept Progress Synchronization)
Master's Silver = Planecage Gold (Adept Progress Synchronization)
Planecage Gold = Primordial Code (Adept Progress Synchronization)
Primordial Code = Farspace Blossom (Adept Progress Synchronization)
Farspace Blossom = Crystallized Archhymn (Adept Progress Synchronization)
Crystallized Archhymn = Godcrown Steel (Adept Progress Synchronization)
Godcrown Steel = Neo-Adamantine (Adept Progress Synchronization)
Neo-Adamantine = Neo-Orihalcum (Adept Progress Synchronization)
Neo-Orihalcum = Neo-Aetherium (Adept Progress Synchronization)
Neo-Aetherium = Grandmaster's Platinum (Adept Progress Synchronization)
Grandmaster's Platinum = Titanthrone Ivory (Adept Progress Synchronization)
Titanthrone Ivory = Adept's Horizon-Breaking Formula (Adept Progress Synchronization)
Adept's Horizon-Breaking Formula = Cosmic Embryo (Adept Progress Synchronization)
Cosmic Embryo = Crossworld Fractal-Structure (Adept Progress Synchronization)
Crossworld Fractal-Structure = Hyperecho Gellerite (Adept Progress Synchronization)
Hyperecho Gellerite = Star Emperor's Steel (Adept Progress Synchronization)
Star Emperor's Steel = Adaptive Miracle Matter (Adept Progress Synchronization)
Adaptive Miracle Matter = A Glimpse of the Horizon (Adept Progress Synchronization)
A Glimpse of the Horizon = A Glimpse of the Horizon (Adept Progress Synchronization)
Titanthrone Ivory = A Glimpse of the Horizon (Infinity Designer)
Shield of the Golden Peace = Shield of the Clouds Above (Basic Spatial Synchronization)
Shield of the Golden Peace = Shield of the Clouds Above (Apprentice Spatial Synchronization)
Shield of the Golden Peace = Shield of the Boundary Line (Reality Arranger)
Shield of the Golden Peace = Shield of the Boundary Line (Adept Spatial Synchronization)
Shield of the Golden Peace = Shield of the Sacred Boundary (Expert Spatial Synchronization)
Shield of the Sacred Boundary = Holy City's Barrier-Shield (Adept Progress Synchronization)
Holy City's Barrier-Shield = Holy City's Barrier-Shield (Adept Progress Synchronization)
*Blood Clam Shield = *Blood Clam Shield ( Adept Progress Synchronization)
Holy City's Barrier-Shield + Orihalcum = Divine Champion's Orihalcum Shield (Adept Progress Synchronization)
Holy City's Barrier-Shield + Planecage Gold = Pocket-Dimension-Snaring Cage (Adept Progress Synchronization)
Holy City's Barrier-Shield + Crystallized Archhymn = Hymn-Dome Which Can Shield a City (Adept Progress Synchronization)
New Items
Divine Champion's Orihalcum Shield- (Weapon, Shield, Spatial & Light, 108,700,000 Gold) +109,500 Defense, +110,300 CON, +10,000 Defense against Stat Damage, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 60, Wielder takes half damage from non-unique sources below Level 60, Wielder's allies gain 15% Divine Magic Resistance and 15% Demon Magic Resistance, Wielder must be at least Level 40
Holy City's Barrier-Shield- (Weapon, Shield, Spatial & Light, 30,000,000 Gold) +30,500 Defense, +30,000 Melee Attack, +30,000 CON, +30,000 SPI, +25,000 STR, +3,000 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Boundary Line- (Weapon, Shield, Spatial, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 SPI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Clouds Above- (Weapon, Shield, Light & Air, 4,000,000 Gold) +4,000 Defense, +2,000 Melee Attack, +4,000 AGI, +400 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Shield of the Sacred Boundary- (Weapon, Shield, Spatial, 8,500,000 Gold) +8,500 Defense, +6,000 Melee Attack, +8,500 CON, +8,500 SPI, +850 Defense against Stat Damage, wielder's allies may not be targeted by offensive actions that come from opponents below Level 60 who are in different battles than they are
Pocket-Dimension-Snaring Cage- (Accessory, Container, Spatial & Metal & Warding, 250,000,000 Gold) Up to once per battle, when an entity below Level 95 that is not 5 or more Levels greater than wielder would create a battlespace, wielder may choose to prevent that battlespace's creation, Wielder must be Level 40 or greater
Adaptive Miracle Matter- (Item, Material, Void & Astral & Wonder & Faith & Progress, 500,000,000 Gold)
Adept's Horizon-Breaking Formula- (Item, Material, Progress, 250,000,001 Gold)
A Glimpse of the Horizon- (Item, Material, Hope & Progress, 3 Gold)
Cosmic Embryo- (Item, Material, Life & Astral & Time, 275,000,000 Gold)
Crossworld Fractal-Structure- (Item, Material, Spatial & Astral & Color, 300,000,000 Gold)
Crystallized Archhymn- (Item, Material, Light & Sonic & Faith & Glory & Crystal (2), 190,000,000 Gold)
Fadefractal Silk - (Item, Material, Illusion & Technology & Aether, 120,000,000 Gold)
Farheaven Cloud- (Item, Material, Light & Spatial & Air & Aether, 140,000,000 Gold)
Farspace Blossom- (Item, Material, Astral & Spatial & Wood, 180,000,000 Gold)
Grandmaster's Platinum- (Item, Material, Metal & Progress, 240,000,000 Gold)
Hyperecho Gellerite- (Item, Material, Dopple & Time & Metal, 350,000,000 Gold)
Neo-Adamantine- (Item, Material, Metal & Progress, 210,000,000 Gold)
Neo-Aetherium- (Item, Material, Aether & Progress, 230,000,000 Gold)
Neo-Orihalcum- (Item, Material, Metal & Progress, 220,000,000 Gold)
Planecage Gold- (Item, Material, Spatial & Metal & Warding, 160,000,000 Gold)
Primordial Code- (Item, Material, Technology & Life & Time, 170,000,000 Gold)
Star Emperor's Steel- (Item, Material, Astral & Nobility & Glory & Metal, 400,000,000 Gold)
Titanthrone Ivory- (Item, Material, Glory & Nobility & Faith & Time & Progress, 250,000,000 Gold)
Hymn-Dome Which Can Shield a City- (Item, Property, Light & Sonic & Faith & Glory & Crystal (2) & Warding, 190,000,000 Gold)
-Updated, Moved and Locked-