Kazivon returns to train

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Modrageball
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Kazivon returns to train

Post by Modrageball »

This quest ran from Feb 05, 2018 to Sep 22, 2019.
Geddoe42 wrote:
Disc 101 is going into lockdown. Kazivon, as a BA member, is having to leave it.

The administration of the disc's schooling, however, doesn't want to lose a successful pupil time on his studies. Kazivon is given a special bauble:

*Kazivon's Special Bauble from Disc 101- (Item, Antiquity, Knowledge & Time, 101,101,101 Gold)

It will store the moments that could have been but were prohibited from being. When Kazivon uses it, it will put him back into the training rotation for this, with all of his time thusfar accounted for, plus the time from now till the Megaquest's end. Even if there is no more Disc 101 at the end of this, Kazivon can finish his training.

Thread moved for updating and PPT.




Kazivon decides to not waste any time. Now that the stupid squabble that obviously served no purpose but to delay his gains.

He activates his Bauble and gets right back to training.

Lord Gadigan wrote: Kazivon's training is resumed.

Geddoe42 wrote: Requesting some information.


Kazivon began training on Jan 20, 2015.
He signed up for Force Monk - Force Monk would give Aura + Fist Weapon + Unarmed (also force magic as an additional trick).

Courses offered were

Abilities

Cat Battler Reference Link
Mixes Fist Weapon (with a claw focus) and Pelt armor (nonbase, technically covers scales too), with an agility/ninja-moves sub-focus.

Deep Wyrm Reference Link
Mixes Mountain King and Dragon Lord, but it has a moderate amount of defensive focus on top of the offense.

Design Tracer Reference Link
Mixes Ward with forcefully sticking element effects into opponents, no strong weapon focus, though.

Earthrage Destroyer Reference Link
Mixes Mountain King, Ravager, and Blazing Sultan and is good for throwing yourself at opponents in an overwhelming offense.

Force Monk Reference Link
Combines Auras, Fist Weapons, Unarmed Technique and Force Magic.

Walking Disaster Reference Link
Mixes Force, Stone, and Aura with an aura-based offense focus, with some Geomancer dipping.




In the 3.5 years of training where does Kazivon stand tier wise? It typically would take 112 weeks on one track to get to adept in a class. 188 weeks have passed since he has been enrolled and training (counting the bauble which allowed him to continue as if the megaquest hadn't interrupted him.

My reason for asking is primarily over concerns about him needing 4 additional adept-tier abilities for the trial of glory and secondarily in regards to seeing how long before this course is done/he reaches a good point to check out.

Lord Gadigan wrote: I'll start with the easy part of this question: Kazivon's program isn't an extended-study program or a particularly complex class, so it takes four years, like most college degrees. Assuming Kaz hasn't failed any of his classes (which will have to be checked as this gets processed), he should be done in half a year.

What point in which trees is he? I'm not sure without actually rolling results for his classes and providing him with the abilities he gets. He should probably be a fair way towards Adept in Monk and possibly some of the others, but I don't want to guarantee it without processing the results.

Geddoe42 wrote: That is enough information to work with. I'll assume he graduates jan 20 2019 and wait until then to post.

Lord Gadigan wrote: Sounds good.

Geddoe42 wrote: Kazivon finishes classes.

Lord Gadigan wrote: 'Completed 1 Semester as a Force Monk on Disc 101'.

'Performed Well In the Class 'Basic Fist Weapon Use' on Disc 101'

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks

Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Requires: Western Boxing
Cost: 110,000 Gold, 2 Weeks

Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Impact Fist- (Technique Ability, Combatant) Possessor may use 'Impact Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Requires: Basic Fist Weapon Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Requires: Basic Fist Weapon Training
Cost: 20,000 Gold, 2 Weeks

Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Requires: Fist Weapon Wielding I
Cost: 60,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Exceptionally In the Class 'Basic Physical Fitness' on Disc 101'

Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Requires: Basic Unarmed Technique Attunement, Basic Combat Arts Attunement, Basic Fist Weapon Training
Cost: 60,000 Gold, 3 Weeks

Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Requires: No Prerequisites
Cost: 20,000 Gold, 2 Weeks

Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks

Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Requires: No Prerequisites
Cost: 30,000 Gold, 2 Weeks

Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Requires: Defensive Combat Training, Stance Familiarity
Cost: 200,000 Gold, 2 Weeks

Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Requires: Defensive Combat Training, Basic Unarmed Technique Attunement, Defensive Stance
Cost: 80,000 Gold, 2 Weeks

Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Requires- Basic Unarmed Technique Attunement, 5 Base CON
Cost: 60,000 Gold, 3 Weeks

Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Requires: No prerequisites
Cost: 250,000 Gold, 4 Weeks

Very Healthy- (Passive Ability, Monk) Possessor has a 40% chance (this is not a Resistance percentage) of not being afflicted with any minor status effect that a source below Level 25 would otherwise afflict possessor with
Requires: Tough
Cost: 400,000 Gold, 4 Weeks

Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Requires: Basic Unarmed Technique Attunement
Cost: 50,000 Gold, 2 Weeks

Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Requires: Defensive Combat Training, Basic Unarmed Technique Attunement
Cost: 70,000 Gold, 2 Weeks

Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Requires: Still Heartbeat
Cost: 300,000 Gold, 2 Weeks

Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 4 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Basic Magic Theory' on Disc 101'

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast

Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP

Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast

Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast

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 Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.

Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.

Lord Gadigan wrote: 'Performed Well In the Class 'Basic Martial Arts' on Disc 101'

Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week

White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week

Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week

Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week

Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks

Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 1 Week

Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week

Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks

Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks

Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks

Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks

Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Requires: Monk, Black Belt
Cost: 500,000 Gold, 5 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Basic Force Magic' on Disc 101'

Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Requires: Basic Force Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Force Magic Attunement, 3 other Force Mage abilities
Cost: 125,000 Gold, 2 Weeks

Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Requires: Basic Force Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Requires: Force Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Requires: Force Magic Casting II, Apprentice Force Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Basic Auras' on Disc 101'

Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Requires: Basic Aura Mastery
Cost: 10,000 Gold, 2 Weeks

Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 2 Weeks

Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Requires: Blessed Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week

Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Requires: Shared Blessed Aura
Cost: 300,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Completed 2 Semesters as a Force Monk on Disc 101'.

'Performed Well In the Class 'Basic Channeling' on Disc 101'

Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP

Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster

Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast

Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast

Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast

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

Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling

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

Lord Gadigan wrote: 'Performed Well In the Class 'Basic Ki Use' on Disc 101'

Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Requires: Basic Unarmed Technique Attunement
Cost: 40,000 Gold, 4 Weeks

Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Requires: Has Undergone Harsh Training
Cost: 150,000 Gold, 6 Weeks

Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Requires: Has Undergone More Harsh Training
Cost: 120,000 Gold, 4 Weeks

Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Requires: Has Undergone More Harsh Training
Cost: 200,000 Gold, 2 Weeks

Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks

Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Requires: Controlled Breathing
Cost: 100,000 Gold, 3 Weeks

Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Requires: Basic Ki Use
Cost: 100,000 Gold, 2 Weeks

Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Requires: Basic Ki Use, Awareness of Energy Chakras
Cost: 300,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'General Gymnastics' on Disc 101'

Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Requires: Gymnast's Balance, Gymnast's Dexterity, Gymnast's Style, Gymnast's Tumbling
Cost: 300,000 Gold, 4 Weeks

Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Requires: Gymnast
Cost: 800,000 Gold, 2 Weeks

Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Supplementary Combat for Agile Specialists' on Disc 101'

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Requires: Basic Sword Training
Cost: 60,000 Gold, 2 Weeks

Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Requires: Basic Light Armor Mastery
Cost: 80,000 Gold, 2 Weeks

Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Requires: Armored Mobility
Cost: 60,000 Gold, 2 Weeks

Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Requires: Armored Movement
Cost: 120,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Supplementary Spellcasting for Agile Specialists' on Disc 101'

Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 3 Weeks

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
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks

Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Requires: None
Cost: 50,000 Gold, 2 Weeks

Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Requires: Basic Gate Magic Attunement, 3 other Wanderer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Requires: Basic Thief Arts Attunement
Cost: 90,000 Gold, 3 Weeks

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Completed 3 Semesters as a Force Monk on Disc 101'.

'Performed Well In the Class 'Basic Physicality' on Disc 101'

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Requires: Basic Command of Physical
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Requires: Basic Physical Synchronization, 3 other Kinetic Emperor abilities
Cost: 125,000 Gold, 2 Weeks

Lord Gadigan wrote: For those updating the thread, this is where some new abilities start to show up.

'Performed Exceptionally In the Class 'General Force Magic' on Disc 101'

Force Projection- (Passive Ability, Force Mage) Possessor gains +500 Ranged Attack, +500 Magical Attack, and +500 Defense
Requires: Basic Force Projection, Apprentice Force Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Ranged Attack and +1,000 Magical Attack
Requires: Basic Offensive Force Projection, Force Projection
Cost: 500,000 Gold, 2 Weeks

Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Defense
Requires: Basic Defensive Force Projection, Force Projection
Cost: 500,000 Gold, 2 Weeks

Impactful Force- (Passive Ability, Force Mage) All Fatigued: Stun infliction chances possessed by Force Magic spells cast by possessor are increased by 15%
Requires: Offensive Force Projection
Cost: 300,000 Gold, 2 Weeks

Intense Concentration- (Passive Ability, Force Mage) Possessor's actions cannot be cancelled by preemptive counters from sources below Level 20
Requires: Defensive Force Projection, 5 Base MIN
Cost: 300,000 Gold, 2 Weeks

Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Force Magic Attunement, 10 other Force Mage abilities
Cost: 125,000 Gold, 4 Weeks

Burly Spell- (Technique Ability, Force Mage) Possessor may use 'Burly Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Strength as its Prime Attribute.
Requires: Apprentice Physical Synchronization, Offensive Force Projection, Force Mage
Cost: 400,000 Gold, 4 Weeks

Guarded Spell- (Technique Ability, Force Mage) Possessor may use 'Guraded Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action cannot be preemptively countered by sources below Level 40 unless they ignore Physical element Defense.
Requires: Apprentice Physical Synchronization, Intense Concentration, Force Mage
Cost: 400,000 Gold, 4 Weeks

Heavy Spell- (Technique Ability, Force Mage) Possessor may use 'Heavy Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Prone.
Requires: Burly Spell
Cost: 400,000 Gold, 3 Weeks

Knockout Spell- (Technique Ability, Force Mage) Possessor may use 'Knockout Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Knocked Out.
Requires: Heavy Spell
Cost: 400,000 Gold, 3 Weeks

Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Requires: Basic Transfer Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Requires: Basic Channeler Attunement
Cost: 100,000 Gold, 2 Weeks

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
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks

Decorporealized Force Channeling- (Passive Ability, Force Mage) Possessor may ignore the conversion of possessor's actions elements to solely be Physical when it comes from a Force Magic spell, buff, or technique with caster or an ally of caster as a source.
Requires: Force Mage, Channeler
Cost: 800,000 Gold, 2 Weeks

Force Armor Battle-Form- (Stance Ability, Force Mage) Possessor gains Spirit as an additional Defense-capping-determining stat which cannot be multipled for cap-determining purposes, Possessor gains +(Possessor's SPI) Defense, Possessor may choose to count as wearing a Light Armor, Heavy Armor, or Aura
Requires: Auramancer, Force Mage, Heavy Spell, Guarded Spell, Basic Understanding of the Heart of Physical, Aura Strike, Positive Aura Resonance: Constitution, Positive Aura Resonance: Spirit, Positive Aura Resonance: Strength, Don Armor Quickly, Spry While Armored
Cost: 13,000,000 Gold, 5 Weeks
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Re: Kazivon returns to train

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Lord Gadigan wrote: 'Performed Well In the Class 'Offensive Aura Use' on Disc 101'

Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Stinging 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 Pain on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

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'
Requires: Aura Strike, Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Requires: Offensive Aura Extrusion
Cost: 110,000 Gold, 2 Weeks

Aura Hands- (Passive Ability, Auramancer) If possessor moves to a different battlespace, possessor may bring up to 15 willing allies to said battlespace if possessor has an Aura equipped
Requires: Basic Unarmed Technique Attunement, Basic Gate Magic Attunement, Force Mage, Offensive Aura Extrusion, Auramancer
Cost: 700,000 Gold, 2 Weeks

Aura Boxing- (Passive Ability, Auramancer) Possessor gains +500 Melee Attack for each Aura possessor has equipped (to a max of 200 such auras), possessor may add the base elements of any equipped Auras to possessor's 'Melee Attack' actions
Requires: Monk, Aura Hands
Cost: 500,000 Gold, 2 Weeks

Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Requires: Aura Strike, Basic Force Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Requires: Aura-Imbued Attack, Basic Archery Attunement, Basic Combat Arts Attunement, Basic Wizard Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Supplementary Hands-On Magic for Kata-Casters' on Disc 101'

Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Leadership Attunement
Cost: 70,000 Gold, 2 Weeks

Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Requires: Commander's Hand
Cost: 20,000 Gold, 3 Weeks

Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Requires: Basic Ninjutsu Attunement
Cost: 20,000 Gold, 2 Weeks

Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Requires: Basic Ninjutsu Attunement
Cost: 170,000 Gold, 3 Weeks

Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Requires: Basic Ninjustsu Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Requires: Basic Ninjutsu Attunement, 3 other Ninja abilities
Cost: 125,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Exceptionally In the Class 'General Physical Combat' on Disc 101'

Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks

Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Requires: Western Boxing
Cost: 120,000 Gold, 3 Weeks

Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks

Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks

Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Requires: Apprentice Combat Arts Attunement
Cost: 175,000 Gold, 3 Weeks

Physical Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Physical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Physical element, up to 10 times per round
Requires: Physical Chaser (Melee), Physical Chaser (Ranged), Physical Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks

Lord Gadigan wrote: 'Performed Exceptionally In the Class 'Bestial Martial Arts' on Disc 101'

Kangaroo Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +5% To Hit.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Kangaroo's Defensive Hopping- (Technique Ability, Monk) Possessor may use 'Kangaroo's Defensive Hopping' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Kangaroo Style' stance. Said action provides its performer with a non-stacking buff that provides +20% Dodge until the end of the round.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Kangaroo's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Kangaroo's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+300 Melee Attack and '2 hits against 1 against opponents') if targeting a single opposing target.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Kangaroo K.O.- (Technique Ability, Monk) Possessor may use 'Kangaroo K.O.' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Stun) if targeting a single opposing target.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Belligerent Kicking- (Passive Ability, Monk) Possessor's chances of inflicting Fatigued: Stun are increased by 20% if possessor is in 'Kangaroo Style' stance.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Hopping Offensive- (Technique Ability, Monk) Possessor may use 'Hopping Offensive' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+200 Melee Attack and deals full Damage to targets below Level 40 in the back row) if targeting a single opposing target.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Master of Kangaroo Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +5% To Hit while in 'Kangaroo Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Kangaroo's Flashing Kicks, Kangaroo's Defensive Hopping, Kangaroo K.O., Hopping Offensive, Belligerent Kicking
Cost: 500,000 Gold, 2 Weeks

Master of Tiger Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Tiger Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Tiger's Claws, Tiger's Aquatic Combat Prowess, Tiger's Fury, Tiger Pounce, Tiger's Rending Blow
Cost: 500,000 Gold, 2 Weeks

Kangaroo Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Kangaroo Style' stance. Possessor may use Techniques that require possessor be in 'Kangaroo Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Kangaroo Style'.
Requires: Kangaroo Style, Warrior, Combatant
Cost: 200,000 Gold, 2 Weeks

Tiger Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Tiger Style' stance. Possessor may use Techniques that require possessor be in 'Tiger Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tiger Style'.
Requires: Tiger Style, Warrior, Combatant
Cost: 200,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Completed 4 Semesters as a Force Monk on Disc 101'.

'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists A (With Corequisites)' on Disc 101'

Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Requires: Basic Elemental Magic Attunement, 3 other Elementalist abilities
Cost: 125,000 Gold, 2 Weeks

Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Requires: Envoy of Water
Cost: 80,000 Gold, 2 Weeks

Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Requires: Hand of Seafoam
Cost: 70,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists B (With Corequisites)' on Disc 101'

Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Requires: Envoy of Fire
Cost: 111,000 Gold, 2 Weeks

Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Requires: Envoy of Water
Cost: 111,000 Gold, 2 Weeks

Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Requires: Envoy of Earth
Cost: 111,000 Gold, 2 Weeks

Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Requires: Envoy of Air
Cost: 111,000 Gold, 2 Weeks

Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Requires: Speak the Tongue of Earths
Cost: 11,000 Gold, 3 Weeks

Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Requires: Speak the Tongue of Flames
Cost: 11,000 Gold, 3 Weeks

Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Requires: Speak the Tongue of Skies
Cost: 11,000 Gold, 3 Weeks

Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Requires: Speak the Tongue of Waves
Cost: 11,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists C (With Corequisites)' on Disc 101'

Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Sky Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Cavern Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Flame Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Sea Beasts
Cost: 95,000 Gold, 3 Weeks

Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Requires: Hand of the Inflexable Tide
Cost: 80,000 Gold, 2 Weeks

Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Requires: Hand of Salty Brine
Cost: 80,000 Gold, 2 Weeks

Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Requires: Aura of Water
Cost: 250,000 Gold, 3 Weeks

Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Requires: Aquatic Lancing, Aqueous Column of Protection, Caller of the Water Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists D (With Corequisites)' on Disc 101'

Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Requires: Envoy of Earth
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Requires: Envoy of Fire
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Requires: Envoy of Air
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Requires: Envoy of Water
Cost: 11,000 Gold, 3 Weeks

Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Requires: Purity of Water
Cost: 225,000 Gold, 4 Weeks

Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Requires: Envoy of Air
Cost: 80,000 Gold, 2 Weeks

Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Requires: Envoy of Earth
Cost: 80,000 Gold, 2 Weeks

Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Requires: Envoy of Fire
Cost: 80,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists D (With Corequisites)' on Disc 101'

Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Requires: Hand of Flame
Cost: 70,000 Gold, 2 Weeks

Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Requires: Hand of Dancing Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Requires: Hand of Cloud
Cost: 70,000 Gold, 2 Weeks

Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Requires: Hand of Open Sky
Cost: 80,000 Gold, 2 Weeks

Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Requires: Hand of Gravel
Cost: 70,000 Gold, 2 Weeks

Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Requires: Hand of Unbroken Stone
Cost: 80,000 Gold, 2 Weeks

Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Requires: Aura of Fire
Cost: 250,000 Gold, 3 Weeks

Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Requires: Aura of Air
Cost: 250,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists E (With Corequisites)' on Disc 101'

Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Requires: Aura of Earth
Cost: 250,000 Gold, 3 Weeks

Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Requires: Hand of Glittering Mineral
Cost: 80,000 Gold, 2 Weeks

Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Requires: Hand of Blustering Wind
Cost: 80,000 Gold, 2 Weeks

Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Requires: Hand of Blazing Flame
Cost: 80,000 Gold, 2 Weeks

Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Requires: Project Mini Tornados, Float Upon the Levitating Wind, Caller of the Air Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Requires: Toss Flame Globes, Flaming Pillar of Self, Caller of the Fire Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Requires: Form Metal Guardian Orbs, Ever-Present Earthen Dome, Caller of the Earth Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Requires: Purity of Earth
Cost: 225,000 Gold, 4 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists F (With Corequisites)' on Disc 101'

Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Requires: Purity of Air
Cost: 225,000 Gold, 4 Weeks

Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Requires: Purity of Fire
Cost: 225,000 Gold, 4 Weeks

Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Requires: Apprentice Elemental Magic Training, 10 other Elementalist abilities
Cost: 125,000 Gold, 4 Weeks

Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Requires: Elementalist, Aura of Gifts
Cost: 400,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Completed 5 Semesters as a Force Monk on Disc 101'.

'Performed Well In the Class 'Advanced Auras' on Disc 101'

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
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Attractive 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 Charm on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Requires: Basic Aura Training, Basic Channeling Attunement
Cost: 40,000 Gold, 2 Weeks

Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Requires: Shared Aura Protection
Cost: 60,000 Gold, 2 Weeks

Pyroclasmic Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Requires: Elemental Aura Field, Pyromancer
Cost: 300,000 Gold, 1 Week

Zonal Aura- (Passive Ability, Auramancer) Possessor may choose for possessor's allies to count as being in an additonal Zone of any base element that is an element possessed by one or more Auras that possessor has equipped
Requires: Elemental Aura Field, Aeromancer, Teramancer, Hydromancer, Geomancer
Cost: 500,000 Gold, 2 Weeks

Elemental Aura-Control- (Passive Ability, Auramancer) Quantities of Earth-element, Air-element, Fire-element, and Water-element Flat Damage dealt by auras equipped by possessor are increased by 25,000 points
Requires: Zonal Aura, Pyroclasmic Aura Damage Boost
Cost: 2,500,000 Gold, 2 Weeks

Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Requires: Aura-Injecting Attack, Offensive Aura Amplification, Elemental Aura Field, Auramancer
Cost: 400,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Supplementary Scholarship for Theoretical Magic Practitioners' on Disc 101'

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'General Theoretical Magic' on Disc 101'

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
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

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.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

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
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 70,000 Gold, 1 Week

Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 3 Weeks

Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 2 Weeks

Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful 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 gains +150 Magical Attack.
Requires: Apprentice Wizard Magic Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Kata-Casting' on Disc 101'

Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks

Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Requires: Apprentice Ninjutsu Attunement
Cost: 80,000 Gold, 2 Weeks

Familiarity with Martial Forms- (Passive Ability, Monk) Possessor gains +500 to all stats if possessor is in a Monk stance
Requires: Martial Artist (2)
Cost: 500,000 Gold, 2 Weeks

Memorized Somatic Flow- (Passive Ability, Wizard) If the last action possessor performed was a 'Cast a Spell' action that involved the casting of a Wizard Magic spell and possessor is afflicted with Confusion by a source below Level 40, possessor may, instead of having possessor's action determined randomly, choose to perform a non-Confusion-randomized (excluding sub-status effects of Confusion) Cast a Spell action that involves the casting of the same Wizard Magic spell
Requires: Wizard, Monk, Has Undergone Harsh Training
Cost: 300,000 Gold, 3 Weeks

Silent Casting- (Technique Ability, Wizard) Possessor may use 'Silent Casting' in conjunction with a 'Cast a Spell', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Wizard Magic, Enchantment, Illusion Magic, Abjuration, Conjuration, Necromancy, Divination, Divine Magic, or Druid Magic spell. Said action cannot have spell casting involved in it be prevented by Impaired or Hexed or their sub-status effects (including the decision to cast those spells), and said action ignores the presence of Impaired: Silence (and its sub-status effects) on caster.
Requires: Memorized Somatic Flow, Loudly-Incanted Spell
Cost: 300,000 Gold, 3 Weeks

Flash-Kata Spell- (Technique Ability, Force Mage) Possessor may use 'Flash-Kata Spell' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, cannot be countered (including preemptively) by sources below Level 40, and may use Agility as its Prime Attribute.
Requires: Warrior, Combatant, Monk, Channeler, Martial Artist (2), Familiarity with Martial Forms, Fast Ninjutsu, Shadow Wind Stance, Hand Signal Expert, Aura Hands, Burly Spell, Guarded Spell, Understanding of Common Practices of Theoretical Magic, Has Undergone More Harsh Training II, Ki Strike, Improved Ki Channeling, Silent Casting
Cost: 3,000,000 Gold, 4 Weeks

Bodily Calligraphy of Mystic Battle Stance- (Stance Ability, Force Mage) Possessor gains +500 AGI, +500 SPI, and +15% Dodge. Once per round, when possessor moves from one row to another row, possessor may choose to immediately gain an action (with said action occurring after any actions it would otherwise interrupt) that may only be used to perform a 'Cast a Spell' action.
Requires: Flash-Kata Spell, Gymnast
Cost: 5,000,000 Gold, 3 Weeks

Ninja Escape- (Passive Ability, Ninja) When possessor casts a Ninjutsu spell, possessor obtains a non-stacking buff that lasts until the end of the round that provides +15% Dodge.
Requires: Fast Ninjutsu, Hide in Shadows
Cost: 300,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Elemental Martial Arts' on Disc 101'

Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Requires: Elementalist, Aeromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Blastwave Punch, Constant Deflecting Storm of Palms, Thousand-Handed Flurry, Triumphant Wind-Wave Kick, Wind-borne Punches
Cost: 1,000,000 Gold, 2 Weeks

Fist Hurricane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Fist Hurricane Style' stance. Possessor may use Techniques that require possessor be in 'Fist Hurricane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Fist Hurricane Style'.
Requires: Fist Hurricane Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Advanced Martial Arts for Force Monks' on Disc 101'

Sagacious Keeper Style- (Stance Ability, Monk) Spells cost possessor 70,000 less MP to cast. Possessor's actions that involve the casting of a spell cannot be countered (including preemptively) by sources below Level 60.
Requires: Wizard, Force Mage, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Arcane Body Reinforcement- (Passive Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor gains +7,000 to all stats, gains Impaired Immunity, gains Fatigued Immunity, gains Fatigued: Prone Immunnity, gains Fatigued: Knocked Out Immunity, gains Stat Drain: SPI Drain Immunity, and is Immune to debuffs from sources below Level 60 that are 5 or more Levels lower Level than possessor.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Pattern Fist- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and its performer gains an action after it that may only be used to perform a 'Cast a Spell' action that involves the casting of a Wizard Magic or Force Magic spell.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Defensive Knockdown Force-Wave- (Technique Ability, Monk) Possessor may use 'Defensive Knockdown Force-Wave' in conjunction with a 'Defend', 'Guard Other', 'Guard Back Rank', 'Counterattack', or 'Meditate' action so long as no other technique is used, possessor has both a Force Magic spell and a Wizard Magic spell equipped, and possessor is in 'Sagacious Keeper Style' Stance. The action's performer gains a non-stacking buff that lasts until the end of the next round that causes all of its possessor's opponents on the side of the attacking or offensively acting individual to, should caster choose to expend the buff in such a manner, have a 200% chance of being afflicted with Fatigued: Stun, Fatigued: Prone, and Fatigued: Knocked Out preemptively when its possessor or one of its possessor's allies is targeted by an attack or offensive action.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Demon-Sealing Impact- (Technique Ability, Monk) Possessor may use 'Demon-Sealing Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and a 150% chance of inflicting an instance of Awestruck: Sealed that causes its possessor to count as Defeated if below Level 60.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Mind-Clearing Head Rap- (Active Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor may spend an action to have a 100% chance of curing target of Confusion, Charm, Insanity (but not its sub-status effects), and Dominion (but not its sub-status effects).
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Master of Sagacious Keeper Style- (Passive Ability, Monk) Spells cost possessor 240,000 less MP to cast, possessor counts as possessing 7 additional Wizard abilities and 7 additional Force Mage abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcane Body Reinforcement, Arcane Pattern Fist, Defensive Knockdown Force-Wave, Demon-Sealing Impact, Mind-Clearing Head Rap
Cost: 25,000,000 Gold, 2 Weeks

Sagacious Keeper Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Sagacious Keeper Style' stance. Possessor may use Techniques that require possessor be in 'Sagacious Keeper Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sagacious Keeper Style'.
Requires: Sagacious Keeper Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Lord Gadigan wrote: We aren't at the point where it's formally needed yet, but a tally of how many abilities Kaz has gained here for prereq purposes in each class would be helpful.

Lord Gadigan wrote: Semester 6

'Performed Well In the Class 'Supplementary Armor Training for Martial Artists' on Disc 101'

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Requires: Basic Light Armor Mastery, 3 other Protector abilities
Cost: 125,000 Gold, 2 Weeks

Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Requires: Spry While Armored, Gymnast
Cost: 300,000 Gold, 2 Weeks

Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Requires: Armored Mobility
Cost: 80,000 Gold, 3 Weeks

Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Requires: Smooth Maneuver
Cost: 600,000 Gold, 2 Weeks

Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Requires: Smooth Maneuver
Cost: 60,000 Gold, 2 Weeks

Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Requires: Smooth Dodging, Spry While Armored
Cost: 150,000 Gold, 3 Weeks

Armored Martial Arts- (Passive Ability, Protector) Possessor gains +100 AGI and +100 Defense if possessor is wearing a Light Armor and is in a Monk Stance
Requires: Martial Artist (2), Dodges that Conceal Weak Points, Armored Gymnastics
Cost: 300,000 Gold, 2 Weeks

Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Requires: Apprentice Light Armor Mastery, 10 other Protector abilities
Cost: 125,000 Gold, 4 Weeks

Lord Gadigan wrote: 'Performed Exceptionally In the Class 'Enlightened Ki Use' on Disc 101'

Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Physical Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 30,000 Gold, 1 Week

Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks

Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Requires: Knowledge of Esoteric Elements, Monk, Warrior, Combatant, Kinetic Emperor, Protector
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Requires: Basic Command of Ki
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Requires: Basic Zonal Acclimation of Ki
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Ki Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Ki
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Ki
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Ki
Cost: 100,000 Gold, 2 Weeks

Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ki Synchronization, 10 other Enlightened Sensei abilities
Cost: 125,000 Gold, 4 Weeks
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Re: Kazivon returns to train

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Lord Gadigan wrote: 'Performed Exceptionally In the Class 'Supplementary Psi for Ki Users' on Disc 101'

Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Requires: Basic Psychic Power Attunement, 3 other Mentalist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Requires: Basic Psychic Power Attunement
Cost: 125,000 Gold, 2 Weeks

Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Psychokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Requires: Apprentice Psychic Power Attunement, 10 other Mentalist abilities
Cost: 125,000 Gold, 4 Weeks

Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Psychokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Requires: Trade, Basic Telekinesis Powers
Cost: 100,000 Gold, 2 Weeks

Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Exceptionally In the Class 'General Ninjutsu' on Disc 101'

Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Requires: Apprentice Ninjustsu Attunement
Cost: 130,000 Gold, 2 Weeks

Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Requires: Blurred While Running
Cost: 120,000 Gold, 2 Weeks

Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Requires: Apprentice Ninjutsu Attunement
Cost: 90,000 Gold, 2 Weeks

From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Requires: Basic Ninjutsu Attunement
Cost: 90,000 Gold, 3 Weeks

Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Ninjutsu Attunement, 10 other Ninja abilities
Cost: 125,000 Gold, 4 Weeks

Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Requires: Basic Ninjutsu Attunement
Cost: 50,000 Gold, 2 Weeks

Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Requires: Ninjutsu Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Ninjutsu Casting- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ninjutsu
Requires: Ninjutsu Casting II, Apprentice Ninjutsu Attunement
Cost: 60,000 Gold, 2 Weeks

Ninja Leap- (Passive Ability, Ninja) Possessor may not be prevented from switching rows by sources below Level 40 that possess a lower AGI than possessor
Requires: Ninja Wall Run, From the Shadows
Cost: 300,000 Gold, 2 Weeks

Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Requires: Basic Throwing Weapon Training
Cost: 50,000 Gold, 2 Weeks

Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Requires: Basic Poisoner Training
Cost: 50,000 Gold, 2 Weeks

Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Requires: Basic Throwing Weapon Training
Cost: 75,000 Gold, 3 Weeks

Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Requires: Basic Throwing Weapon Training, 3 other Assassin abilities
Cost: 125,000 Gold, 2 Weeks

Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 200,000 Gold, 2 Weeks

Ninja Assassination- (Passive Ability, Ninja) Possessor deals 5,000 additional Damage to targets who have not yet acted
Requires: Ninja Leap, Shadow Wind Stance, Smoke Trick Training, Accurate Throwing
Cost: 300,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Exceptionally In the Class 'Advanced Martial Arts for Ninja Monks' on Disc 101'

Glass Assassin Style- (Stance Ability, Monk) Possessor treats individuals as though their Resilience were 30% lower
Requires: Ninja, Force Mage, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Body-Shattering Splinterstrike- (Technique Ability, Monk) Possessor may use 'Body-Shattering Splinterstrike' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +12,000 Melee Attack, deals 1,200 CON Damage, applies a debuff that stacks 5 times that provides -12,000 Defense, and treats its target's Resilience as though it were 60% lower.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Brittle Meditation- (Technique Ability, Monk) Possessor may use 'Brittle Meditation' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Ninjutsu, Force Magic, or Unarmed Technique spell equipped, and possessor is in 'Glass Assassin Style' Stance. Said action applies a debuff that stacks 3 times that provides -60% Resilience to up to (Possessor's Level) targets.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Force-Construct Clone Bodies- (Passive Ability, Monk) At the start of each round, possessor may summon 2 replicated copies of itself; these copies are 5 Levels lower than their creator, cannot acquire buffs, cannot provide allies with constantly-applied increases to stats based on their abilities or equipped items, have 1 Max HP, only possess Temporary copies of items wielded or carried by the individual they are copied from (only being able to acquire replicated versions of non-unique items that are In Stock in the Shop and worth under 60,000,000 Gold), optionally do not possess abilities possessed by the individual they are copied from, (only possess copies of non-unique, base-subtype abilities that are in stock in the Ability Shop that only possess other abilities their possessor possesses as ability prerequities, that are not Adept tier or higher tier abilities), and do not count as being unique, with a max of 5 of these copies summoned, and with these copies being unsummoned if their creator exits 'Glass Assassin Style' stance.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Glass Assassin's Poison Hand- (Technique Ability, Monk) Possessor may use 'Glass Assassin's Poison Hand' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +9,000 Melee Attack, deals 900 CON Damage, and has a 200% chance of inflicting an instance of Poison that additionally reduces its possessor's Resilience by 60%.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Transparent Force-Body- (Passive Ability, Monk) If possessor is in 'Glass Assassin Style' stance, possessor gains +60% Dodge, gains +60% Resilience, gains Impaired Immunity, gains Pain Immunity, gains Diseased Immunity, and cannot be criticalled by sources below Level 60.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Master of Glass Assassin Style- (Passive Ability, Monk) Possessor may treat individuals as though their Resilience were 30% lower, possessor counts as possessing 7 additional Force Mage abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Body-Shattering Splinterstrike, Brittle Meditation, Force-Construct Clone Bodies, Glass Assassin's Poison Hand, Transparent Force-Body
Cost: 25,000,000 Gold, 2 Weeks

Glass Assassin Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Glass Assassin Style' stance. Possessor may use Techniques that require possessor be in 'Glass Assassin Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Glass Assassin Style'.
Requires: Glass Assassin Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Requires: Ninja, Wizard, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcane Body Reinforcement, Arcane Pattern Fist, Defensive Knockdown Force-Wave, Demon-Sealing Impact, Mind-Clearing Head Rap
Cost: 25,000,000 Gold, 2 Weeks

Arcane Talon Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Arcane Talon Style' stance. Possessor may use Techniques that require possessor be in 'Arcane Talon Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Arcane Talon Style'.
Requires: Arcane Talon Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well In the Class 'Force Monk Essentials' on Disc 101'

Forceful Mindcasting- (Technique Ability, Force Mage) Possessor may use 'Forceful Mindcasting' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, ignores the Defense (including Defense Against Stat Damage) of targets below Level 40, and may use Mind as its Prime Attribute.
Requires: Force Mage, Psychometrist
Cost: 3,000,000 Gold, 3 Weeks

Ki Spiritualism- (Passive Ability, Force Mage) Possessor may use Spirit as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions that involve the casting of a Force Magic spell.
Requires: Enlightened Sensei, Channeler, Forceful Mindcasting, Bodily Calligraphy of Mystic Battle Stance, Ki Strike, Improved Ki Channeling, Armored Martial Arts, Decorporealized Force Channeling, Force Armor Battle-Form, Aura Boxing, Aura-Injecting Attack
Cost: 12,000,000 Gold, 4 Weeks

Resolute Spell- (Technique Ability, Force Mage) Possessor may use 'Resolute Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Constitution as its Prime Attribute.
Requires: Burly Spell, Defensive Force Projection, Ki Spiritualism
Cost: 400,000 Gold, 4 Weeks

Force Monk- (Passive Ability, Monk) Possessor gains +12,000 uncapped points to all stats if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor gains +60% Dodge, To Hit, and Resilience if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor is Immune to Paralyzed if possessor is in a Monk stance. Possessor's Defense cannot be pierced by sources below Level 60 if possessor is wearing an Aura. Possessor's Resilience cannot be reduced by debuffs or negative status effects if possessor possesses a Force Magic buff. Possessor gains '2 hits against 1' if possessor is wielding a Fist Weapon.
Requires: Forceful Mindcasting, Resolute Spell, Master of Fist Hurricane Style, Master of Glass Assassin Style, Master of Sagacious Keeper Style, Combatant, Armored Martial Arts, Aura-Overloaded Strike, Elemental Aura-Control, Wide Aura Protection, Aura Boxing, Pyroclasmic Aura Damage Boost, Aura of Gifts, Force Armor Battle-Form, Decorporealized Force Channeling, Aeromancer, Pyromancer, Teramancer, Hydromancer, Gymnast, Improved Ki Channeling, Has Undergone More Harsh Training II, Focused Force Magic Casting, Level 40
Cost: 30,000,000 Gold, 5 Weeks

Force Monk Stance Mastery- (Passive Ability, Monk) If possessor is in a Monk Stance, possessor may also be in additional Stance, so long as said additional Stance is a Force Mage stance
Requires: Force Monk
Cost: 8,000,000 Gold, 3 Weeks

Formal Cross-Disciplinary Force Monk Education- (Passive Ability, Monk) So long as possessor is not counting the abilities of any of the classes Monk, Force Mage, Combatant, and Auramancer as abilities of any of the other classes Monk, Force Mage, Combatant, and Auramancer for prerequisite purposes, possessor counts as possessing 40 additional Monk, Force Mage, Combatant, and Auramancer abilities for prerequisite purposes.
Requires: Force Monk
Cost: 300,000,000 Gold, 320 Weeks

Unstoppable Perfected Force-Infused Body- (Passive Ability, Force Mage) If possessor is in a Monk Stance and has a Force Magic buff, possessor is Immune to sources below Level 40 and gains +12,000 uncapped Defense.
Requires: Force Monk
Cost: 12,000,000 Gold, 3 Weeks

Enlightened Force-Conversion- (Passive Ability, Other: Enlightened Sensei) Possessor may change the element Physical into the element Ki in the elements of any of possessor's actions, attacks, or instances of Damage dealt; Possessor may change the element Ki into the element Physical in the elements of any of possessor's actions, attacks, or instances of Damage dealt
Requires: Force Monk
Cost: 6,000,000 Gold, 2 Weeks

Lord Gadigan wrote: At this point I'm going to call a hold on things and request how many abilities Kaz has gained here in each class for prerequisite purposes. What he learns from here on out is going to vary based on how close his 'Exceptional' results carried him towards various Adepts/Experts.

Geddoe42 wrote: Abilities gained in the thread

Combatant: 12 (52)
Monk: 93 (133)
Assassin: 6
Ninja: 17
Commander: 3
Wanderer: 5
Protector: 13
Elementalist: 51
Force Mage: 26 (66)
Auramancer: 25 (65)
Channeler: 12
Warrior: 13
Kinetic Emperor: 12
Other: Enlightened Sensei: 14
Mentalist: 16
Wizard: 16
Scholar: 11
Dancer: 1
Wind Duke: 1
Mountain King: 1
Blazing Sultan: 1
Ocean Prince: 1
Veilwalker: 1
Thief: 2
Swordsman: 2
Hunter: 1

Parenthesis are for the additional abilities granted by Formal Cross-Disciplinary Force Monk Education

Lord Gadigan wrote: Semester 7 is now in swing! Kazivon is getting his class-tier abilities!

'Performed Well In the Class 'Force Monk Ability-Refinement Capstone' on Disc 101'

Adept Fist Weapon Training- (Passive Ability, Combatant) Possessor's Fist Weapon weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Fist Weapon Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Fist Weapon
Requires: Combatant, 50 other Combatant Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Requires: Inscriber, 50 other Auramancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Elementalist, 50 other Elementalist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adept Force Magic Attunement- (Passive Ability, Force Mage) Possessor's Force Magic spells cost possessor 10,000 less MP to cast, Possessor's Force Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Force Mage, 50 other Force Mage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Monk, 50 other Monk Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Expert Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique 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 Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Unarmed Technique Attunement, 100 other Monk Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Force Monk Battle Stance- (Stance Ability, Monk) Possessor is additionally in the 'Fist Hurricane Style', 'Glass Assassin Style', and 'Sagacious Keeper Style' Stances, which do not count against the limit of how many Stances possessor may be in
Requires: Force Monk Stance Mastery, Adept Unarmed Technique Attunement
Cost: 30,000,000 Gold, 3 Weeks

Enlightened Dynamism- (Passive Ability, Monk) Possessor may choose two (Any two of possessor's different stats)*.75 as possessor's Prime Attribute value for any action or attack that involves possessor casting a Force Magic or Unarmed Technique spell
Requires: Adept Fist Weapon Training, Adept Aura Mastery, Adept Force Magic Attunement, Expert Unarmed Technique Attunement, Force Monk
Cost: 30,000,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Superbly in the Course 'Supplementary Forces for Force Mages' on Disc 101'

Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Requires: Basic Force Training
Cost: 20,000 Gold, 2 Weeks

Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Requires: Force Wielding I
Cost: 60,000 Gold, 2 Weeks

Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Requires: Basic Force Training
Cost: 200,000 Gold, 4 Weeks

Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Requires: Basic Force Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Requires: Basic Force Training, 3 other Controller abilities
Cost: 125,000 Gold, 2 Weeks

Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Requires: Apprentice Force Training
Cost: 500,000 Gold, 2 Weeks

Dicing Impulse- (Technique Ability, Controller) Possessor may use 'Dicing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Impulse, Apprentice Force Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Bloody Impulse- (Technique Ability, Controller) Possessor may use 'Bloody Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Impulse
Cost: 300,000 Gold, 2 Weeks

Maiming Impulse- (Technique Ability, Controller) Possessor may use 'Maiming Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded: Maimed'.
Requires: Bloody Impulse
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Requires: Apprentice Force Training, 10 other Controller abilities
Cost: 125,000 Gold, 4 Weeks

Sweeping Impulse- (Technique Ability, Controller) Possessor may use 'Sweeping Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Impulse, Controller, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Strong Impulse- (Technique Ability, Controller) Possessor may use 'Strong Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Requires: Force Wielding II, Controller
Cost: 100,000 Gold, 2 Weeks

Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Force Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Force Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Requires: Force Wielding III
Cost: 50,000 Gold, 2 Weeks

Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' 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.
Requires: 5 Controller abilities that are Techniques whose name contains 'Impulse'
Cost: 5,000,000 Gold, 5 Weeks

Accurate Force Use- (Passive Ability, Controller) Possessor gains +1% To Hit when a Force is equipped
Requires: Force Wielding III, Impulse Mastery
Cost: 2,500,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Well in the Course Advanced Force Monk Skills'

Blow-Deflecting Force-Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possesor may choose to have a 25% chance of cancelling each hit of a Physical element attack that targets possessor that comes from a source below Level 80 that is not 5 or more Levels greater than possessor
Requires: Adept Fist Weapon Training, Unstoppable Perfected Force-Infused Body
Cost: 30,000,000 Gold, 3 Weeks

Hundred-League Force-Leap- (Active/Passive Ability, Monk) If possessor has a Force Magic buff, possessor deals full Damage to targets below Level 60 in the back row, may make 'Melee Attack' and 'Melee Overdrive' actions from the back row, cannot be prevented from entering or leaving battlespaces by sources below Level 60, and may spend an action to move to a different existing battlespace so long as no entity of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Requires: Adept Unarmed Technique Attunement, Unstoppable Perfected Force-Infused Body
Cost: 15,000,000 Gold, 2 Weeks

Force-Reinforced Forcefield- (Passive Ability, Auramancer) If possessor has a Force Magic buff, Auras possessor has equipped cannot be destroyed or unequipped without possessor's permission by sources below Level 80
Requires: Adept Aura Mastery, Force Monk
Cost: 15,000,000 Gold, 2 Weeks

Countermagic-Deflecting Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, (possessor cannot be prevented from casting Force Magic spells by sources below Level 80, actions possessor performs involving the casting of Force Magic spells cannot be countered (including preemptively) by (lower-Level sources below Level 80) or (sources below Level 60), and Force Magic buffs with possessor as a source that are on possessor cannot be removed without possessor's permission by (lower-Level sources below Level 80) or (sources below Level 60))
Requires: Blow-Deflecting Force Fists, Force-Reinforced Forcefield, Enlightened Force-Conversion, Enlightened Dynamism
Cost: 60,000,000 Gold, 2 Weeks

Force-Bearing Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possessor may equip a single Force weapon as a Weaponx0; possessor may equip a Force weapon whenever possessor obtains a Force Magic buff
Requires: Countermagic-Deflecting Fists, Controller
Cost: 80,000,000 Gold, 4 Weeks

Antimagic-Shattering Aura-Fist- (Technique Ability, Combatant) Possessor may use 'Antimagic-Shattering Aura-Fist' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +30,000 Melee Attack and destroys up to 5 effects (that come from sources below Level 80 that are attached to Zones, Terrains, or Phantom Terrains) that prevent the casting of spells or one or more specific subtypes of spells.
Requires: Countermagic-Deflecting Fists
Cost: 30,000,000 Gold, 3 Weeks

Knock 'em Outside Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Outside Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack, gains a 30% chance of inflicting Vanished, gains a 30% chance of inflicting Petrified: Time Stop, and applies a non-stacking debuff that gives its possessor +100% Dodge against sources that are not its creator, that gives its possessor -100% To Hit against sources that are not its creator, and that prevents effects attached to Zones, Terrains, and Phantom Terrains that come from sources below Level 80 that are not its creator from affecting its possessor.
Requires: Antimagic-Shattering Aura-Fist
Cost: 60,000,000 Gold, 3 Weeks

Knock 'em Into Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Into Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack and applies a non-stacking debuff that makes its possessor unable to benefit from Dodge bonuses coming from spells, abilities, or constant effects whose name includes 'Incorporeal', 'Intangible', or 'Disembodied', that prevents its possessor from ignoring (not counting through Immunity, Reflection, and Absorption) effects attached to Zones, Terrains, or Phantom Terrains unless its possessor is Level 80 or greater and is, and that prevents its possessor from not being inside Zones, Terrains, and Phantom Terrains that are in its possessor's battlespace.
Requires: Knock 'em Outside Physics
Cost: 60,000,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Well in the Course 'Esoteric Elements for Martial Arts A' on Disc 101'

Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks

Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks

Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
Requires: Elemental Esoterica: Metal
Cost: 50,000 Gold, 2 Weeks

Envoy of Wood- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Wood
Requires: Elemental Esoterica: Wood
Cost: 50,000 Gold, 2 Weeks

Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Wounded: Sawn Apart
Requires: Envoy of Metal
Cost: 80,000 Gold, 2 Weeks

Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Requires: Envoy of Metal
Cost: 40,000 Gold, 1 Week

Hand of Bark- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor regenerates 500 HP per round for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed: Overgrown
Requires: Envoy of Wood
Cost: 80,000 Gold, 2 Weeks

Heart of Wood- (Passive Ability, Elementalist) +10 Magical Attack for Wood element Elemental Magic, 5% Wood Resistance
Requires: Envoy of Wood
Cost: 40,000 Gold, 1 Week

Lord Gadigan wrote: 'Performed Exceptionally in the Course 'Esoteric Elements for Martial Arts B' on Disc 101'

Hand of Blossoming Cherry- (Passive Ability, Elementalist) Possessor's Wood element Elemental Magic spells that confer non-addative resistance to Wood have a 25% chance of conferring an equal amount of non-addative Earth resistance, to a max of 25%, +25 MIN if a Wood element Elemental Magic spell is equipped
Requires: Hand of Bark
Cost: 70,000 Gold, 2 Weeks

Hand of Elder Oak- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Wood element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Wood element if no weapon is equipped
Requires: Hand of Blossoming Cherry
Cost: 80,000 Gold, 2 Weeks

Life-Drinking Roots- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Wood element Elemental Magic spells, So long as possessor has a Wood element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Wood element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and inflicts HP Drain
Requires: Hand of Elder Oak
Cost: 80,000 Gold, 2 Weeks

Aura of Wood- (Passive Ability, Elementalist) Possessor gains 5% Wood Resistance, Possesor regenerates 500 HP per round if a Wood element Elemental Magic spell is equipped
Requires: Envoy of Wood
Cost: 111,000 Gold, 2 Weeks

Core of the Great Tree- (Stance Ability, Elementalist) User must have at least 3 Wood element Elemental Magic spells equipped, Possessor gains +100 Defense and regenerates 10,000 HP per round
Requires: Aura of Wood
Cost: 250,000 Gold, 3 Weeks

Speak the Tongue of Trees- (Passive Ability, Elementalist) Possessor's Wood element spells gain +5 Magical Attack
Requires: Envoy of Wood
Cost: 11,000 Gold, 3 Weeks

Ally of the Tree Beasts- (Passive Ability, Friendship) Possessor's Wood element Elemental and Plant allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Wood element Elemental
Requires: Speak the Tongue of Trees
Cost: 11,000 Gold, 3 Weeks

Caller of the Wood Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Wood element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, they regenerate an additional 5,000 HP per round, their attacks that have a chance of inflicting Entombed: Overgrown have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Tree Beasts
Cost: 95,000 Gold, 3 Weeks

Hand of Shinining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-addative Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Requires: Hand of Solid Iron
Cost: 70,000 Gold, 2 Weeks

Hand of Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Requires: Hand of Shining Gold
Cost: 80,000 Gold, 2 Weeks

Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Requires: Hand of Razor Steel
Cost: 80,000 Gold, 2 Weeks

Aura of Metal- (Passive Ability, Elementalist) Possessor gains 5% Metal Resistance, Possessor's offensive actions pierce an additional 200 Defense if a Metal element Elemental Magic spell is equipped
Requires: Envoy of Metal
Cost: 111,000 Gold, 2 Weeks

Sphere of Impermeable Metal- (Stance Ability, Elementalist) User must have at least 3 Metal element Elemental Magic spells equipped, Possessor gains +200 Defense, Whenever possessor's Defense would be pierced, said amount of Defense piercing is reduced by 200
Requires: Aura of Metal
Cost: 250,000 Gold, 3 Weeks

Speak the Tongue of Coins- (Passive Ability, Elementalist) Possessor's Metal element spells gain +5 Magical Attack
Requires: Envoy of Metal
Cost: 11,000 Gold, 3 Weeks

Ally of the Wealthy Beasts- (Passive Ability, Friendship) Possessor's Metal element Elemental, Machine, Robot, and Clockwork allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Metal element Elemental
Requires: Speak the Tongue of Coins
Cost: 11,000 Gold, 3 Weeks

Caller of the Metal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Metal element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks pierce an additional 200 Defense, their attacks that have a chance of inflicting Wounded: Sawn Apart have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Wealthy Beasts
Cost: 95,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Exceptionally in the Course 'Esoteric Elements for Martial Arts C' on Disc 101'

Purity of Wood- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Wood element may deal solely Wood element damage, Posessor's Wood element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and heal their caster for 500 HP when cast
Requires: Life-Drinking Roots, Core of the Great Tree, Caller of the Wood Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Arbormancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Wood element Elemental Magic spells, Possessor's Wood element Elemental Magic spells cost 50 less MP, Possessor's Wood element Elemental Magic summons gain +200 to all stats, Possessor's Wood element Elemental Magic spells that provide HP regeneration provide an additional 500 points, Possessor's Wood element Elemental Magic spells that have a chance of inflicting Rejuvination have a 5% greater chance
Requires: Purity of Wood
Cost: 225,000 Gold, 4 Weeks

Purity of Metal- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Metal element may deal solely Metal element damage, Posessor's Metal element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and pierce an additional 200 Defense if they are damage-dealing
Requires: Blades of Pure Metal, Sphere of Impermeable Metal, Caller of the Metal Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Aurumancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Metal element Elemental Magic spells, Possessor's Metal element Elemental Magic spells cost 50 less MP, Possessor's Metal element Elemental Magic summons gain +200 to all stats, Possessor's Metal element Elemental Magic spells that pierce Defense pierce an additional 250 points, Possessor's Metal element Elemental Magic spells that have a chance of inflicting Fortified have a 5% greater chance
Requires: Purity of Metal
Cost: 225,000 Gold, 4 Weeks

Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Requires: Envoy of Air
Cost: 40,000 Gold, 1 Week

Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Requires: Envoy of Earth
Cost: 40,000 Gold, 1 Week

Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Requires: Envoy of Fire
Cost: 40,000 Gold, 1 Week

Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Requires: Envoy of Water
Cost: 40,000 Gold, 1 Week

Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Requires: Scholar of Elements, Studious
Cost: 400,000 Gold, 2 Weeks

Basic Wood Synchronization- (Passive Ability, Other: Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Wood
Cost: 50,000,000 Gold, 2 Weeks

Basic Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Metal
Cost: 50,000,000 Gold, 2 Weeks

Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Speak the Vernal Tongue- (Passive Ability, Elementalist) Possessor's Electrical element spells gain +5 Magical Attack
Requires: Envoy of Spring
Cost: 22,000 Gold, 6 Weeks

Lord Gadigan wrote: Semester 8, the final semester, begins!

'Performed Exceptionally in the Course 'Seasonal Elemental Magic A' on Disc 101'

Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Requires: Envoy of Summer
Cost: 22,000 Gold, 6 Weeks

Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Requires: Envoy of Fall
Cost: 22,000 Gold, 6 Weeks

Speak the Hibernal Tongue- (Passive Ability, Elementalist) Possessor's Ice element spells gain +5 Magical Attack
Requires: Envoy of Winter
Cost: 22,000 Gold, 6 Weeks

Ally of the Vernal Beasts- (Passive Ability, Friendship) Possessor's Electrical element Elemental and Spirit allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Electrical element Elemental
Requires: Speak the Vernal Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of the Aestival Beasts- (Passive Ability, Friendship) Possessor's Elemental allies who are multiple elements gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Elemental that is multiple elements
Requires: Speak the Aestival Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of the Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Requires: Speak the Vernal Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of the Hibernal Beasts- (Passive Ability, Friendship) Possessor's Ice element Elemental and Magic Being allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Ice element Elemental
Requires: Speak the Hibernal Tongue
Cost: 22,000 Gold, 6 Weeks

Caller of the Vernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Electrical element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their turn-order-determining stats count as being 200 higher for turn-order-determining purposes, their attacks that have a chance of inflicting Electrocuted have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Vernal Beasts
Cost: 190,000 Gold, 6 Weeks

Caller of the Aestival Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic multi-element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting moderate status effects have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Aestival Beasts
Cost: 190,000 Gold, 6 Weeks

Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Autumnal Beasts
Cost: 190,000 Gold, 6 Weeks

Caller of the Hibernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Ice element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, and they count as having 5,000 additional MP, their attacks that have a chance of inflicting Frozen have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Hibernal Beasts
Cost: 190,000 Gold, 6 Weeks

Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Requires: Envoy of Spring
Cost: 222,000 Gold, 4 Weeks

Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Requires: Envoy of Summer
Cost: 222,000 Gold, 4 Weeks

Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Requires: Envoy of Fall
Cost: 222,000 Gold, 4 Weeks

Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Requires: Envoy of Winter
Cost: 222,000 Gold, 4 Weeks

Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Requires: Aura of Spring
Cost: 500,000 Gold, 6 Weeks

Lord Gadigan wrote: 'Performed Well in the Course 'Seasonal Elemental Magic B' on Disc 101'

Conflux Shield- (Stance Ability, Elementalist) User must have at least 3 multi-element Elemental Magic spells equipped, Possessor gains +500 Defense against single-element actions and effects
Requires: Aura of Summer
Cost: 500,000 Gold, 6 Weeks

Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff
Requires: Aura of Fall
Cost: 500,000 Gold, 6 Weeks

Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Requires: Envoy of Winter
Cost: 222,000 Gold, 4 Weeks

Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Requires: Envoy of Spring
Cost: 160,000 Gold, 4 Weeks

Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Requires: Hand of Sparks
Cost: 140,000 Gold, 4 Weeks

Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Requires: Hand of Generative Lightning
Cost: 160,000 Gold, 4 Weeks

Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting any one minor status effect
Requires: Envoy of Summer
Cost: 160,000 Gold, 4 Weeks

Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Requires: Hand of Multiple Elements
Cost: 160,000 Gold, 4 Weeks

Lord Gadigan wrote: 'Performed Exceptionally in the Course 'Undergraduate Dissertation for Minor in Elemental Magic' on Disc 101'
'Earned a Minor in Elemental Magic from Disc 101'
1 Fame

Multipartite Assault- (Passive/Active Ability, Elementalist) Elemental Magic spells cast by possessor that possess more than one element and a Magical Attack bonus gain +40 additional Magical Attack, So long as possessor has a multi-element Elemental Magic spell equipped, then for each open weapon slot that possessor possesses, to a max of 200 such slots, possessor gains an additional action each turn that may only be used to make an attack against a single target that does a (500 * possessor's Level) Flat Damage that still has a chance of missing as though it was not a Flat-Damage attack that is solely any two base elements
Requires: Hand of Endless Summer
Cost: 160,000 Gold, 4 Weeks

Hand of Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Dissolving
Requires: Envoy of Fall
Cost: 160,000 Gold, 4 Weeks

Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Requires: Hand of Changing Colors
Cost: 140,000 Gold, 4 Weeks

Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Requires: Hand of Seasonal Decay
Cost: 160,000 Gold, 4 Weeks

Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Frozen
Requires: Envoy of Winter
Cost: 160,000 Gold, 4 Weeks

Hand of Unmelting Ice- (Passive Ability, Elementalist) Possessor's Ice element Elemental Magic spells that confer non-addative resistance to Ice have a 25% chance of conferring an equal amount of non-addative Technology resistance, to a max of 25%, +25 CON if an Ice element Elemental Magic spell is equipped
Requires: Hand of Frost
Cost: 140,000 Gold, 4 Weeks

Hand of Unchanging Winter- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Ice element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Ice element if no weapon is equipped
Requires: Hand of Unmelting Ice
Cost: 160,000 Gold, 4 Weeks

Purity of Spring- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Electrical element may deal solely Electrical element damage, Posessor's Electrical element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and have a 10% chance of causing their targets, provided said targets are below Level 20, to skip their next action if part of an offensive action, with all things that would happen before and after said action still occurring
Requires: Hurl Lightning, Lightning Halo, Caller of the Vernal Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Purity of Summer- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is multi-element may become any combination of multiple base elements
Requires: Multipartite Assault, Conflux Shield, Caller of the Aestival Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Requires: Invoke Decay, Ward of Falling Leaves, Caller of the Autumnal Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Purity of Winter- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Ice element may deal solely Ice element damage, Posessor's Ice element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict a non-stacking debuff that halves the turn-order-determining stats of targets below Level 20 for turn-order-determining purposes
Requires: Freezing Gestures, Dome of Transparent Ice, Caller of the Hibernal Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Electromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Electrical element Elemental Magic spells, Possessor's Electrical element Elemental Magic spells cost posessessor 50 less MP, Possessor's Electrical element Elementalist Magic spells that increase turn-order-determining stats for turn-order-determining purposes increase them by an additional 250 points as a non-stacking effect, Possessor's Electrical element Elemental Magic spells that have a chance of inflicting Fatigued: Stun have a 5% greater chance
Requires: Purity of Spring
Cost: 550,000 Gold, 8 Weeks

Pluromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing multi-element Elemental Magic spells, Possessor's multi-element Elemental Magic spells cost posessessor 50 less MP, multi-Element Elemental Magic summons gain +100 to all stats, Possessor's multi-element Elemental Magic spells that have a chance of inflicting any minor status effect have a 5% greater chance of doing so, to a max of 30%
Requires: Purity of Summer
Cost: 550,000 Gold, 8 Weeks

Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Requires: Purity of Autumn
Cost: 550,000 Gold, 8 Weeks

Cryomancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Ice element Elemental Magic spells, Possessor's Ice element Elemental Magic spells cost posessessor 50 less MP, Possessor's Ice element Elementalist Magic spells that decrease turn-order-determining stats for turn-order-determining purposes decrease them by an additional 250 points as a non-stacking effect, Possessor's Ice element Elemental Magic spells that have a chance of inflicting Fatigued: Slow have a 5% greater chance
Requires: Purity of Winter
Cost: 550,000 Gold, 8 Weeks

Expert Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells half their normal MP cost, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Elemental Magic Attunement, 100 other Elementalist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Lord Gadigan wrote: Please fix the (amusingly located) 'Elemetal Esoterica' typo in Envoy of Metal's prereqs. Please change 'Ally of Tree Beasts' to 'Ally of the Tree Beasts'. Please do the same for the other 'All of <X> Beasts' abilities.

Lord Gadigan wrote: 'Performed Well in the Course 'Advanced Meditation Practices' on Disc 101'

Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Requires: No prerequisites
Cost: 200,000,000 Gold, 10 Weeks

Calm Amidst the Storm of Battle- (Passive Ability, Monk) Possessor may perform 'Meditate' actions while in the front row
Requires: Adept Unarmed Technique Attunement, Mentalist
Cost: 30,000,000 Gold, 2 Weeks

Power-Gathering Meditation- (Technique Ability, Monk) Possessor may use 'Power-Gathering Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action gives its performer a buff that stacks 4 times that provides +(Possessor's Level * 250) to all stats that cannot be carried between battles in a buff slot.
Requires: Adept Unarmed Technique Attunement, Enlightened Sensei
Cost: 60,000,000 Gold, 2 Weeks

Meditation Upon Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Forces' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Force equipped, and possessor possesses a Force Magic buff. Said action gives its possessor a non-stacking buff that makes its possessor solely the non-Universe elements of one of the Forces its performer is at the time of the buff's creation (with said choice being made at the time of the buff's creation) and that allows its possessor to change the elements of any action, attack, or instance of Damage its possessor deals that involves a Force Magic or Unarmed Technique spell to solely those elements.
Requires: Enlightened Dynamism, Controller
Cost: 60,000,000 Gold, 2 Weeks

Rest- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of HP equal to (5% of user's Max HP). Cannot be used more times than user's level in one battle. User must be in the back row.
Requires: No prerequisites
Cost: 200,000,000 Gold, 10 Weeks

Restful Meditation- (Technique Ability, Monk) Possessor may use 'Restful Meditation' in conjunction with a 'Meditate' action so long as no other technique is used. Said action causes its performer to regenerate 1% of its performer's Max HP (to a max of 10,000,000,000 HP).
Requires: Adept Unarmed Technique Attunement, Rest
Cost: 80,000,000 Gold, 3 Weeks

Meditation of Resurgent Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Resurgent Forces' in conjunction with a 'Meditate' action so long as no other technique is used. User replicates an instance of each non-Overcrash, non-Unique Force Magic buff that was present on caster that came from a source equal to or lower Level than user that was present on user at any point during the previous round, with such replicating buffs being replicated in the state of their initial application.
Requires: Enlightened Dynamism
Cost: 200,000,000 Gold, 3 Weeks

Clear Chakras- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Clear Chakras' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action removes all minor negative status effects, moderate negative status effects, and (debuffs from sources below Level 80) from its performer.
Requires: Enlightened Dynamism
Cost: 120,000,000 Gold, 3 Weeks

Lord Gadigan wrote: 'Performed Well in the Course 'Exotic Elemental Martial Arts' on Disc 101'

Hand of Thorns Style- (Stance Ability, Monk) Possessor deals 60,000 additional Wood element Damage.
Requires: Elementalist, Arbormancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Aura of Bitter Brambles- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, possessor has a 100% chance of inflicting Pain and Poison on up to 30 opponents at the start of each round
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Grasping Nettles Within the Spirit- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, whenever an opponent of possessor either leaves possessor's battlespace or moves from the Front Row to the Back Row, possessor may choose to deal that entity 600 Flat Wood element SPI Damage and have a 100% chance of inflicting Pain, Paralyzed, and Stat Drain: SPI Drain on it
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Thorns-Upon-Pressure-Points Strike- (Technique Ability, Monk) Possessor may use 'Thorns-Upon-Pressure-Points Strike' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 200% chance of inflicting Pain and Paralyzed, and gives targets below Level 40 a debuff that prevents them from gaining additional actions outside of their per-round assigned actions in turn-order that lasts 2 rounds.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Thorn-Vine Arm-Lash- (Technique Ability, Monk) Possessor may use 'Thorn-Vine Arm-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 150% chance of inflicting Pain and Impaired: Blind, may be made from any row, and deals full Damage to targets below Level 60 in the back row.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Vampiric Bush Delivers Beatings- (Technique Ability, Monk) Possessor may use 'Vampiric Bush Delivers Beatings' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 100% chance of inflicting Pain, gains a 50% chance of inflicting Fatigued: Stun, and deals HP Drain.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Master of Hand of Thorns Style- (Passive Ability, Monk) Possessor deals 60,000 additional Wood element Damage, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Aura of Bitter Brambles, Grasping Nettles Within the Spirit, Thorns-Upon-Pressure-Points Strike, Thorn-Vine Arm-Lash, Vampiric Bush Delivers Beatings
Cost: 1,000,000 Gold, 2 Weeks

Hand of Thorns Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Hand of Thorns Style' stance. Possessor may use Techniques that require possessor be in 'Hand of Thorns Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Hand of Thorns Style'.
Requires: Hand of Thorns Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Lord Gadigan wrote: 'Performed Exceptionally in the Course 'Advanced Esoteric Elemental Martial Arts for Force Monks' on Disc 101'

Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Automatic Ki-Dodge, Awakened Aura-Waves, Ki-Warp Fist-Barrage, Supercharge Ki, Unyielding Awakened Soul
Cost: 100,000,000 Gold, 2 Weeks

Awakened Battle-Aura Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Awakened Battle-Aura Style' stance. Possessor may use Techniques that require possessor be in 'Awakened Battle-Aura Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Requires: Awakened Battle-Aura Style, Adept Warrior, Adept Fist Weapon Training
Cost: 50,000,000 Gold, 2 Weeks

Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Debilitation-Burning Essence Conflagration, Final Pyrestrike, Inferno-Soul Essence Conversion, Ki-Igniting Strike, Pattern-Holocaust Strike
Cost: 100,000,000 Gold, 2 Weeks

Absolute Inferno-Soul Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Absolute Inferno-Soul Style' stance. Possessor may use Techniques that require possessor be in 'Absolute Inferno-Soul Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Requires: Absolute Inferno-Soul Style, Adept Warrior, Adept Fist Weapon Training
Cost: 50,000,000 Gold, 2 Weeks

Overload: Unbalanced Essence (Possessor takes an amount of Ki element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ki)

That's the last class. We still have one post coming for the wrap-up of the entire program.

Lord Gadigan wrote: 'Successfully Completed the 'Force Monk Internship' on Disc 101'

Has Gained Respect for Those Who Walk One of the Paths of the Force Monk- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage' as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.

Generally Cool With Elementals and Those Who Commune with Them- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Elementalist' or 'Conjurer' or who are Elementals as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who either possesses the ability 'Elementalist', possesses the ability 'Conjurer', or is an Elemental.

Has Professional Connections to Other Force Monks- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 1 less Week (to a minimum of 1 week) and 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.

Member of the 'Society of Enlightened Fists' Professional Organization- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +5,000 to all stats if possessor possesses an ally who possesses the ability 'Force Monk'.

Unified Overcrash: Gestalt Soul Detonation- (Technique Ability, Monk) Possessor may use 'Unified Overcrash: Gestalt Soul Detonation' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor is in 'Awakened Battle-Aura Style' stance, no other technique or Overcrash is being used as part of said action, and possessor has at least one willing unique ally who will act as a co-participant in the Overcrash whose MP has not been set to 0. Said action consumes the next action of said unique ally, up to 199 other willing, unique allies whose MP has not been set to 0, and up to 20,000,000 willing, non-unique allies whose MP has not been set to 0 and is a Combo Move. Said action becomes solely Ki element, gains +10,000,000 Ranged Attack, +10,000,000 Magical Attack, deals an 5,000,000 additional Damage per unique participant beyond its primary performer (to a max of 1,000,000,000 additional Damage) and 1 additional Damage per non-unique participant (to a max of 20,000,000 additional Damage), and gains '1 hit against (the number of participants in this attack * 1,000)'. Said action sets its user's MP to 0 for the remainder of the thread. Said action sets the MP of all of its participants to 0 as though they had performed the Overcrash.

'Graduated from Disc 101 as a Force Monk'

4 Fame
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Re: Kazivon returns to train

Post by Modrageball »

Lord Gadigan wrote: Kazivon is freed from this thread.

This thread is moved for updating.

Aeromage wrote: Summary


Notes:

There are two different versions of Force Projection. Kazivon got both, one after the other. Given the pattern shown, I changed the '+1,000 Ranged Attack and +1,000 Magical Attack' version to 'Offensive Force Projection' as it fell in line with Defensive Force Projection's prerequisite-patterns.

Two of the courses gave Kazivon the award 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists D (With Corequisites)' on Disc 101', with the following one being E. I've changed the second to E, the E to F, and then bumped the subsequent ones up a letter to compensate.

I changed 'Rush from Within the Pattern' to state "Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..." instead of "Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..."

I changed 'Spelltalon Strike' to state "Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..." instead of "Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..."

Kazivon did not get awards 'Completed 6 Semesters as a Force Monk on Disc 101', 'Completed 7 Semesters as a Force Monk on Disc 101' and 'Completed 8 Semesters as a Force Monk on Disc 101', even though he got awards for the other five he went through.

I will avoid updating until this gets the okay.



Kazivon gets:

5 Fame


Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Rest- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of HP equal to (5% of user's Max HP). Cannot be used more times than user's level in one battle. User must be in the back row.

Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such

Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive 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 Charm on its source at the end of said action
Aura Boxing- (Passive Ability, Auramancer) Possessor gains +500 Melee Attack for each Aura possessor has equipped (to a max of 200 such auras), possessor may add the base elements of any equipped Auras to possessor's 'Melee Attack' actions
Aura Hands- (Passive Ability, Auramancer) If possessor moves to a different battlespace, possessor may bring up to 15 willing allies to said battlespace if possessor has an Aura equipped
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Elemental Aura-Control- (Passive Ability, Auramancer) Quantities of Earth-element, Air-element, Fire-element, and Water-element Flat Damage dealt by auras equipped by possessor are increased by 25,000 points
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Force-Reinforced Forcefield- (Passive Ability, Auramancer) If possessor has a Force Magic buff, Auras possessor has equipped cannot be destroyed or unequipped without possessor's permission by sources below Level 80
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Pyroclasmic Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Stinging 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 Pain on its source at the end of said action
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Zonal Aura- (Passive Ability, Auramancer) Possessor may choose for possessor's allies to count as being in an additonal Zone of any base element that is an element possessed by one or more Auras that possessor has equipped

Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element

Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic 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 Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
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
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling

Adept Fist Weapon Training- (Passive Ability, Combatant) Possessor's Fist Weapon weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Fist Weapon Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Fist Weapon
Antimagic-Shattering Aura-Fist- (Technique Ability, Combatant) Possessor may use 'Antimagic-Shattering Aura-Fist' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +30,000 Melee Attack and destroys up to 5 effects (that come from sources below Level 80 that are attached to Zones, Terrains, or Phantom Terrains) that prevent the casting of spells or one or more specific subtypes of spells.
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Blow-Deflecting Force-Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possesor may choose to have a 25% chance of cancelling each hit of a Physical element attack that targets possessor that comes from a source below Level 80 that is not 5 or more Levels greater than possessor
Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Countermagic-Deflecting Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, (possessor cannot be prevented from casting Force Magic spells by sources below Level 80, actions possessor performs involving the casting of Force Magic spells cannot be countered (including preemptively) by (lower-Level sources below Level 80) or (sources below Level 60), and Force Magic buffs with possessor as a source that are on possessor cannot be removed without possessor's permission by (lower-Level sources below Level 80) or (sources below Level 60))
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Force-Bearing Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possessor may equip a single Force weapon as a Weaponx0; possessor may equip a Force weapon whenever possessor obtains a Force Magic buff
Impact Fist- (Technique Ability, Combatant) Possessor may use 'Impact Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Knock 'em Into Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Into Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack and applies a non-stacking debuff that makes its possessor unable to benefit from Dodge bonuses coming from spells, abilities, or constant effects whose name includes 'Incorporeal', 'Intangible', or 'Disembodied', that prevents its possessor from ignoring (not counting through Immunity, Reflection, and Absorption) effects attached to Zones, Terrains, or Phantom Terrains unless its possessor is Level 80 or greater and is, and that prevents its possessor from not being inside Zones, Terrains, and Phantom Terrains that are in its possessor's battlespace.
Knock 'em Outside Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Outside Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack, gains a 30% chance of inflicting Vanished, gains a 30% chance of inflicting Petrified: Time Stop, and applies a non-stacking debuff that gives its possessor +100% Dodge against sources that are not its creator, that gives its possessor -100% To Hit against sources that are not its creator, and that prevents effects attached to Zones, Terrains, and Phantom Terrains that come from sources below Level 80 that are not its creator from affecting its possessor.
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP

Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open


Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Accurate Force Use- (Passive Ability, Controller) Possessor gains +1% To Hit when a Force is equipped
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bloody Impulse- (Technique Ability, Controller) Possessor may use 'Bloody Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dicing Impulse- (Technique Ability, Controller) Possessor may use 'Dicing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Hard to Disarm With a Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' 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.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Maiming Impulse- (Technique Ability, Controller) Possessor may use 'Maiming Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded: Maimed'.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Strong Impulse- (Technique Ability, Controller) Possessor may use 'Strong Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Sweeping Impulse- (Technique Ability, Controller) Possessor may use 'Sweeping Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.

Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast

Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Arbormancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Wood element Elemental Magic spells, Possessor's Wood element Elemental Magic spells cost 50 less MP, Possessor's Wood element Elemental Magic summons gain +200 to all stats, Possessor's Wood element Elemental Magic spells that provide HP regeneration provide an additional 500 points, Possessor's Wood element Elemental Magic spells that have a chance of inflicting Rejuvination have a 5% greater chance
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Metal- (Passive Ability, Elementalist) Possessor gains 5% Metal Resistance, Possessor's offensive actions pierce an additional 200 Defense if a Metal element Elemental Magic spell is equipped
Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Aura of Wood- (Passive Ability, Elementalist) Possessor gains 5% Wood Resistance, Possesor regenerates 500 HP per round if a Wood element Elemental Magic spell is equipped
Aurumancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Metal element Elemental Magic spells, Possessor's Metal element Elemental Magic spells cost 50 less MP, Possessor's Metal element Elemental Magic summons gain +200 to all stats, Possessor's Metal element Elemental Magic spells that pierce Defense pierce an additional 250 points, Possessor's Metal element Elemental Magic spells that have a chance of inflicting Fortified have a 5% greater chance
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Caller of the Aestival Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic multi-element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting moderate status effects have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Hibernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Ice element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, and they count as having 5,000 additional MP, their attacks that have a chance of inflicting Frozen have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Metal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Metal element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks pierce an additional 200 Defense, their attacks that have a chance of inflicting Wounded: Sawn Apart have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Vernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Electrical element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their turn-order-determining stats count as being 200 higher for turn-order-determining purposes, their attacks that have a chance of inflicting Electrocuted have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Wood Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Wood element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, they regenerate an additional 5,000 HP per round, their attacks that have a chance of inflicting Entombed: Overgrown have a 1% higher chance, and said summons cost 150 less MP to summon
Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Conflux Shield- (Stance Ability, Elementalist) User must have at least 3 multi-element Elemental Magic spells equipped, Possessor gains +500 Defense against single-element actions and effects
Core of the Great Tree- (Stance Ability, Elementalist) User must have at least 3 Wood element Elemental Magic spells equipped, Possessor gains +100 Defense and regenerates 10,000 HP per round
Cryomancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Ice element Elemental Magic spells, Possessor's Ice element Elemental Magic spells cost posessessor 50 less MP, Possessor's Ice element Elementalist Magic spells that decrease turn-order-determining stats for turn-order-determining purposes decrease them by an additional 250 points as a non-stacking effect, Possessor's Ice element Elemental Magic spells that have a chance of inflicting Fatigued: Slow have a 5% greater chance
Electromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Electrical element Elemental Magic spells, Possessor's Electrical element Elemental Magic spells cost posessessor 50 less MP, Possessor's Electrical element Elementalist Magic spells that increase turn-order-determining stats for turn-order-determining purposes increase them by an additional 250 points as a non-stacking effect, Possessor's Electrical element Elemental Magic spells that have a chance of inflicting Fatigued: Stun have a 5% greater chance
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Envoy of Wood- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Wood
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Expert Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells half their normal MP cost, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Bark- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor regenerates 500 HP per round for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed: Overgrown
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blossoming Cherry- (Passive Ability, Elementalist) Possessor's Wood element Elemental Magic spells that confer non-addative resistance to Wood have a 25% chance of conferring an equal amount of non-addative Earth resistance, to a max of 25%, +25 MIN if a Wood element Elemental Magic spell is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Dissolving
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Elder Oak- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Wood element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Wood element if no weapon is equipped
Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Frozen
Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting any one minor status effect
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Hand of Shinining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-addative Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Wounded: Sawn Apart
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hand of Unchanging Winter- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Ice element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Ice element if no weapon is equipped
Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Hand of Unmelting Ice- (Passive Ability, Elementalist) Possessor's Ice element Elemental Magic spells that confer non-addative resistance to Ice have a 25% chance of conferring an equal amount of non-addative Technology resistance, to a max of 25%, +25 CON if an Ice element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Heart of Wood- (Passive Ability, Elementalist) +10 Magical Attack for Wood element Elemental Magic, 5% Wood Resistance
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Life-Drinking Roots- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Wood element Elemental Magic spells, So long as possessor has a Wood element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Wood element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and inflicts HP Drain
Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Multipartite Assault- (Passive/Active Ability, Elementalist) Elemental Magic spells cast by possessor that possess more than one element and a Magical Attack bonus gain +40 additional Magical Attack, So long as possessor has a multi-element Elemental Magic spell equipped, then for each open weapon slot that possessor possesses, to a max of 200 such slots, possessor gains an additional action each turn that may only be used to make an attack against a single target that does a (500 * possessor's Level) Flat Damage that still has a chance of missing as though it was not a Flat-Damage attack that is solely any two base elements
Pluromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing multi-element Elemental Magic spells, Possessor's multi-element Elemental Magic spells cost posessessor 50 less MP, multi-Element Elemental Magic summons gain +100 to all stats, Possessor's multi-element Elemental Magic spells that have a chance of inflicting any minor status effect have a 5% greater chance of doing so, to a max of 30%
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Metal- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Metal element may deal solely Metal element damage, Posessor's Metal element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and pierce an additional 200 Defense if they are damage-dealing
Purity of Spring- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Electrical element may deal solely Electrical element damage, Posessor's Electrical element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and have a 10% chance of causing their targets, provided said targets are below Level 20, to skip their next action if part of an offensive action, with all things that would happen before and after said action still occurring
Purity of Summer- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is multi-element may become any combination of multiple base elements
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element
Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Purity of Winter- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Ice element may deal solely Ice element damage, Posessor's Ice element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict a non-stacking debuff that halves the turn-order-determining stats of targets below Level 20 for turn-order-determining purposes
Purity of Wood- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Wood element may deal solely Wood element damage, Posessor's Wood element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and heal their caster for 500 HP when cast
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Speak the Hibernal Tongue- (Passive Ability, Elementalist) Possessor's Ice element spells gain +5 Magical Attack
Speak the Tongue of Coins- (Passive Ability, Elementalist) Possessor's Metal element spells gain +5 Magical Attack
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Trees- (Passive Ability, Elementalist) Possessor's Wood element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Speak the Vernal Tongue- (Passive Ability, Elementalist) Possessor's Electrical element spells gain +5 Magical Attack
Sphere of Impermeable Metal- (Stance Ability, Elementalist) User must have at least 3 Metal element Elemental Magic spells equipped, Possessor gains +200 Defense, Whenever possessor's Defense would be pierced, said amount of Defense piercing is reduced by 200
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff

Adept Force Magic Attunement- (Passive Ability, Force Mage) Possessor's Force Magic spells cost possessor 10,000 less MP to cast, Possessor's Force Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Bodily Calligraphy of Mystic Battle Stance- (Stance Ability, Force Mage) Possessor gains +500 AGI, +500 SPI, and +15% Dodge. Once per round, when possessor moves from one row to another row, possessor may choose to immediately gain an action (with said action occurring after any actions it would otherwise interrupt) that may only be used to perform a 'Cast a Spell' action.
Burly Spell- (Technique Ability, Force Mage) Possessor may use 'Burly Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Strength as its Prime Attribute.
Decorporealized Force Channeling- (Passive Ability, Force Mage) Possessor may ignore the conversion of possessor's actions elements to solely be Physical when it comes from a Force Magic spell, buff, or technique with caster or an ally of caster as a source.
Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Defense
Flash-Kata Spell- (Technique Ability, Force Mage) Possessor may use 'Flash-Kata Spell' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, cannot be countered (including preemptively) by sources below Level 40, and may use Agility as its Prime Attribute.
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Forceful Mindcasting- (Technique Ability, Force Mage) Possessor may use 'Forceful Mindcasting' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, ignores the Defense (including Defense Against Stat Damage) of targets below Level 40, and may use Mind as its Prime Attribute.
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Force Armor Battle-Form- (Stance Ability, Force Mage) Possessor gains Spirit as an additional Defense-capping-determining stat which cannot be multipled for cap-determining purposes, Possessor gains +(Possessor's SPI) Defense, Possessor may choose to count as wearing a Light Armor, Heavy Armor, or Aura
Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Force Projection- (Passive Ability, Force Mage) Possessor gains +500 Ranged Attack, +500 Magical Attack, and +500 Defense
Guarded Spell- (Technique Ability, Force Mage) Possessor may use 'Guraded Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action cannot be preemptively countered by sources below Level 40 unless they ignore Physical element Defense.
Heavy Spell- (Technique Ability, Force Mage) Possessor may use 'Heavy Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Prone.
Impactful Force- (Passive Ability, Force Mage) All Fatigued: Stun infliction chances possessed by Force Magic spells cast by possessor are increased by 15%
Intense Concentration- (Passive Ability, Force Mage) Possessor's actions cannot be cancelled by preemptive counters from sources below Level 20
Ki Spiritualism- (Passive Ability, Force Mage) Possessor may use Spirit as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions that involve the casting of a Force Magic spell.
Knockout Spell- (Technique Ability, Force Mage) Possessor may use 'Knockout Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Knocked Out.
Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Ranged Attack and +1,000 Magical Attack
Resolute Spell- (Technique Ability, Force Mage) Possessor may use 'Resolute Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Constitution as its Prime Attribute.
Unstoppable Perfected Force-Infused Body- (Passive Ability, Force Mage) If possessor is in a Monk Stance and has a Force Magic buff, possessor is Immune to sources below Level 40 and gains +12,000 uncapped Defense.

Ally of the Aestival Beasts- (Passive Ability, Friendship) Possessor's Elemental allies who are multiple elements gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Elemental that is multiple elements
Ally of the Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Hibernal Beasts- (Passive Ability, Friendship) Possessor's Ice element Elemental and Magic Being allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Ice element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Tree Beasts- (Passive Ability, Friendship) Possessor's Wood element Elemental and Plant allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Wood element Elemental
Ally of the Vernal Beasts- (Passive Ability, Friendship) Possessor's Electrical element Elemental and Spirit allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Electrical element Elemental
Ally of the Wealthy Beasts- (Passive Ability, Friendship) Possessor's Metal element Elemental, Machine, Robot, and Clockwork allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Metal element Elemental
Generally Cool With Elementals and Those Who Commune with Them- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Elementalist' or 'Conjurer' or who are Elementals as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who either possesses the ability 'Elementalist', possesses the ability 'Conjurer', or is an Elemental.
Has Gained Respect for Those Who Walk One of the Paths of the Force Monk- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage' as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Has Professional Connections to Other Force Monks- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 1 less Week (to a minimum of 1 week) and 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Member of the 'Society of Enlightened Fists' Professional Organization- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +5,000 to all stats if possessor possesses an ally who possesses the ability 'Force Monk'.

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical

Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack

Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Absolute Inferno-Soul Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Absolute Inferno-Soul Style' stance. Possessor may use Techniques that require possessor be in 'Absolute Inferno-Soul Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Arcane Body Reinforcement- (Passive Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor gains +7,000 to all stats, gains Impaired Immunity, gains Fatigued Immunity, gains Fatigued: Prone Immunnity, gains Fatigued: Knocked Out Immunity, gains Stat Drain: SPI Drain Immunity, and is Immune to debuffs from sources below Level 60 that are 5 or more Levels lower Level than possessor.
Arcane Pattern Fist- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and its performer gains an action after it that may only be used to perform a 'Cast a Spell' action that involves the casting of a Wizard Magic or Force Magic spell.
Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Arcane Talon Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Arcane Talon Style' stance. Possessor may use Techniques that require possessor be in 'Arcane Talon Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Arcane Talon Style'.
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Aura of Bitter Brambles- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, possessor has a 100% chance of inflicting Pain and Poison on up to 30 opponents at the start of each round
Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Awakened Battle-Aura Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Awakened Battle-Aura Style' stance. Possessor may use Techniques that require possessor be in 'Awakened Battle-Aura Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Belligerent Kicking- (Passive Ability, Monk) Possessor's chances of inflicting Fatigued: Stun are increased by 20% if possessor is in 'Kangaroo Style' stance.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Body-Shattering Splinterstrike- (Technique Ability, Monk) Possessor may use 'Body-Shattering Splinterstrike' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +12,000 Melee Attack, deals 1,200 CON Damage, applies a debuff that stacks 5 times that provides -12,000 Defense, and treats its target's Resilience as though it were 60% lower.
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brittle Meditation- (Technique Ability, Monk) Possessor may use 'Brittle Meditation' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Ninjutsu, Force Magic, or Unarmed Technique spell equipped, and possessor is in 'Glass Assassin Style' Stance. Said action applies a debuff that stacks 3 times that provides -60% Resilience to up to (Possessor's Level) targets.
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Calm Amidst the Storm of Battle- (Passive Ability, Monk) Possessor may perform 'Meditate' actions while in the front row
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Clear Chakras- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Clear Chakras' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action removes all minor negative status effects, moderate negative status effects, and (debuffs from sources below Level 80) from its performer.
Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Knockdown Force-Wave- (Technique Ability, Monk) Possessor may use 'Defensive Knockdown Force-Wave' in conjunction with a 'Defend', 'Guard Other', 'Guard Back Rank', 'Counterattack', or 'Meditate' action so long as no other technique is used, possessor has both a Force Magic spell and a Wizard Magic spell equipped, and possessor is in 'Sagacious Keeper Style' Stance. The action's performer gains a non-stacking buff that lasts until the end of the next round that causes all of its possessor's opponents on the side of the attacking or offensively acting individual to, should caster choose to expend the buff in such a manner, have a 200% chance of being afflicted with Fatigued: Stun, Fatigued: Prone, and Fatigued: Knocked Out preemptively when its possessor or one of its possessor's allies is targeted by an attack or offensive action.
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Demon-Sealing Impact- (Technique Ability, Monk) Possessor may use 'Demon-Sealing Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and a 150% chance of inflicting an instance of Awestruck: Sealed that causes its possessor to count as Defeated if below Level 60.
Enlightened Dynamism- (Passive Ability, Monk) Possessor may choose two (Any two of possessor's different stats)*.75 as possessor's Prime Attribute value for any action or attack that involves possessor casting a Force Magic or Unarmed Technique spell
Expert Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique 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 Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Familiarity with Martial Forms- (Passive Ability, Monk) Possessor gains +500 to all stats if possessor is in a Monk stance
Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Fist Hurricane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Fist Hurricane Style' stance. Possessor may use Techniques that require possessor be in 'Fist Hurricane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Fist Hurricane Style'.
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Force-Construct Clone Bodies- (Passive Ability, Monk) At the start of each round, possessor may summon 2 replicated copies of itself; these copies are 5 Levels lower than their creator, cannot acquire buffs, cannot provide allies with constantly-applied increases to stats based on their abilities or equipped items, have 1 Max HP, only possess Temporary copies of items wielded or carried by the individual they are copied from (only being able to acquire replicated versions of non-unique items that are In Stock in the Shop and worth under 60,000,000 Gold), optionally do not possess abilities possessed by the individual they are copied from, (only possess copies of non-unique, base-subtype abilities that are in stock in the Ability Shop that only possess other abilities their possessor possesses as ability prerequities, that are not Adept tier or higher tier abilities), and do not count as being unique, with a max of 5 of these copies summoned, and with these copies being unsummoned if their creator exits 'Glass Assassin Style' stance.
Force Monk- (Passive Ability, Monk) Possessor gains +12,000 uncapped points to all stats if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor gains +60% Dodge, To Hit, and Resilience if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor is Immune to Paralyzed if possessor is in a Monk stance. Possessor's Defense cannot be pierced by sources below Level 60 if possessor is wearing an Aura. Possessor's Resilience cannot be reduced by debuffs or negative status effects if possessor possesses a Force Magic buff. Possessor gains '2 hits against 1' if possessor is wielding a Fist Weapon.
Force Monk Battle Stance- (Stance Ability, Monk) Possessor is additionally in the 'Fist Hurricane Style', 'Glass Assassin Style', and 'Sagacious Keeper Style' Stances, which do not count against the limit of how many Stances possessor may be in
Force Monk Stance Mastery- (Passive Ability, Monk) If possessor is in a Monk Stance, possessor may also be in additional Stance, so long as said additional Stance is a Force Mage stance
Formal Cross-Disciplinary Force Monk Education- (Passive Ability, Monk) So long as possessor is not counting the abilities of any of the classes Monk, Force Mage, Combatant, and Auramancer as abilities of any of the other classes Monk, Force Mage, Combatant, and Auramancer for prerequisite purposes, possessor counts as possessing 40 additional Monk, Force Mage, Combatant, and Auramancer abilities for prerequisite purposes.
Glass Assassin's Poison Hand- (Technique Ability, Monk) Possessor may use 'Glass Assassin's Poison Hand' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +9,000 Melee Attack, deals 900 CON Damage, and has a 200% chance of inflicting an instance of Poison that additionally reduces its possessor's Resilience by 60%.
Glass Assassin Style- (Stance Ability, Monk) Possessor treats individuals as though their Resilience were 30% lower
Glass Assassin Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Glass Assassin Style' stance. Possessor may use Techniques that require possessor be in 'Glass Assassin Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Glass Assassin Style'.
Grasping Nettles Within the Spirit- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, whenever an opponent of possessor either leaves possessor's battlespace or moves from the Front Row to the Back Row, possessor may choose to deal that entity 600 Flat Wood element SPI Damage and have a 100% chance of inflicting Pain, Paralyzed, and Stat Drain: SPI Drain on it
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Hand of Thorns Style- (Stance Ability, Monk) Possessor deals 60,000 additional Wood element Damage.
Hand of Thorns Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Hand of Thorns Style' stance. Possessor may use Techniques that require possessor be in 'Hand of Thorns Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Hand of Thorns Style'.
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Hopping Offensive- (Technique Ability, Monk) Possessor may use 'Hopping Offensive' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+200 Melee Attack and deals full Damage to targets below Level 40 in the back row) if targeting a single opposing target.
Hundred-League Force-Leap- (Active/Passive Ability, Monk) If possessor has a Force Magic buff, possessor deals full Damage to targets below Level 60 in the back row, may make 'Melee Attack' and 'Melee Overdrive' actions from the back row, cannot be prevented from entering or leaving battlespaces by sources below Level 60, and may spend an action to move to a different existing battlespace so long as no entity of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Kangaroo K.O.- (Technique Ability, Monk) Possessor may use 'Kangaroo K.O.' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Stun) if targeting a single opposing target.
Kangaroo's Defensive Hopping- (Technique Ability, Monk) Possessor may use 'Kangaroo's Defensive Hopping' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Kangaroo Style' stance. Said action provides its performer with a non-stacking buff that provides +20% Dodge until the end of the round.
Kangaroo's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Kangaroo's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+300 Melee Attack and '2 hits against 1 against opponents') if targeting a single opposing target.
Kangaroo Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +5% To Hit.
Kangaroo Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Kangaroo Style' stance. Possessor may use Techniques that require possessor be in 'Kangaroo Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Kangaroo Style'.
Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Master of Glass Assassin Style- (Passive Ability, Monk) Possessor may treat individuals as though their Resilience were 30% lower, possessor counts as possessing 7 additional Force Mage abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Kangaroo Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +5% To Hit while in 'Kangaroo Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Master of Sagacious Keeper Style- (Passive Ability, Monk) Spells cost possessor 240,000 less MP to cast, possessor counts as possessing 7 additional Wizard abilities and 7 additional Force Mage abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Tiger Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Tiger Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Meditation of Resurgent Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Resurgent Forces' in conjunction with a 'Meditate' action so long as no other technique is used. User replicates an instance of each non-Overcrash, non-Unique Force Magic buff that was present on caster that came from a source equal to or lower Level than user that was present on user at any point during the previous round, with such replicating buffs being replicated in the state of their initial application.
Meditation Upon Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Forces' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Force equipped, and possessor possesses a Force Magic buff. Said action gives its possessor a non-stacking buff that makes its possessor solely the non-Universe elements of one of the Forces its performer is at the time of the buff's creation (with said choice being made at the time of the buff's creation) and that allows its possessor to change the elements of any action, attack, or instance of Damage its possessor deals that involves a Force Magic or Unarmed Technique spell to solely those elements.
Mind-Clearing Head Rap- (Active Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor may spend an action to have a 100% chance of curing target of Confusion, Charm, Insanity (but not its sub-status effects), and Dominion (but not its sub-status effects).
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Power-Gathering Meditation- (Technique Ability, Monk) Possessor may use 'Power-Gathering Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action gives its performer a buff that stacks 4 times that provides +(Possessor's Level * 250) to all stats that cannot be carried between battles in a buff slot.
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Restful Meditation- (Technique Ability, Monk) Possessor may use 'Restful Meditation' in conjunction with a 'Meditate' action so long as no other technique is used. Said action causes its performer to regenerate 1% of its performer's Max HP (to a max of 10,000,000,000 HP).
Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Sagacious Keeper Style- (Stance Ability, Monk) Spells cost possessor 70,000 less MP to cast. Possessor's actions that involve the casting of a spell cannot be countered (including preemptively) by sources below Level 60.
Sagacious Keeper Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Sagacious Keeper Style' stance. Possessor may use Techniques that require possessor be in 'Sagacious Keeper Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sagacious Keeper Style'.
Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Thorns-Upon-Pressure-Points Strike- (Technique Ability, Monk) Possessor may use 'Thorns-Upon-Pressure-Points Strike' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 200% chance of inflicting Pain and Paralyzed, and gives targets below Level 40 a debuff that prevents them from gaining additional actions outside of their per-round assigned actions in turn-order that lasts 2 rounds.
Thorn-Vine Arm-Lash- (Technique Ability, Monk) Possessor may use 'Thorn-Vine Arm-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 150% chance of inflicting Pain and Impaired: Blind, may be made from any row, and deals full Damage to targets below Level 60 in the back row.
Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Tiger Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Tiger Style' stance. Possessor may use Techniques that require possessor be in 'Tiger Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tiger Style'.
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Transparent Force-Body- (Passive Ability, Monk) If possessor is in 'Glass Assassin Style' stance, possessor gains +60% Dodge, gains +60% Resilience, gains Impaired Immunity, gains Pain Immunity, gains Diseased Immunity, and cannot be criticalled by sources below Level 60.
Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Unified Overcrash: Gestalt Soul Detonation- (Technique Ability, Monk) Possessor may use 'Unified Overcrash: Gestalt Soul Detonation' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor is in 'Awakened Battle-Aura Style' stance, no other technique or Overcrash is being used as part of said action, and possessor has at least one willing unique ally who will act as a co-participant in the Overcrash whose MP has not been set to 0. Said action consumes the next action of said unique ally, up to 199 other willing, unique allies whose MP has not been set to 0, and up to 20,000,000 willing, non-unique allies whose MP has not been set to 0 and is a Combo Move. Said action becomes solely Ki element, gains +10,000,000 Ranged Attack, +10,000,000 Magical Attack, deals an 5,000,000 additional Damage per unique participant beyond its primary performer (to a max of 1,000,000,000 additional Damage) and 1 additional Damage per non-unique participant (to a max of 20,000,000 additional Damage), and gains '1 hit against (the number of participants in this attack * 1,000)'. Said action sets its user's MP to 0 for the remainder of the thread. Said action sets the MP of all of its participants to 0 as though they had performed the Overcrash.
Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Vampiric Bush Delivers Beatings- (Technique Ability, Monk) Possessor may use 'Vampiric Bush Delivers Beatings' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 100% chance of inflicting Pain, gains a 50% chance of inflicting Fatigued: Stun, and deals HP Drain.
Very Healthy- (Passive Ability, Monk) Possessor has a 40% chance (this is not a Resistance percentage) of not being afflicted with any minor status effect that a source below Level 25 would otherwise afflict possessor with
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element

Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Focused Ninjutsu Casting- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ninjutsu
From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Ninja Assassination- (Passive Ability, Ninja) Possessor deals 5,000 additional Damage to targets who have not yet acted
Ninja Escape- (Passive Ability, Ninja) When possessor casts a Ninjutsu spell, possessor obtains a non-stacking buff that lasts until the end of the round that provides +15% Dodge.
Ninja Leap- (Passive Ability, Ninja) Possessor may not be prevented from switching rows by sources below Level 40 that possess a lower AGI than possessor
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally

Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element

Basic Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element

Apprentice Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Enlightened Force-Conversion- (Passive Ability, Other: Enlightened Sensei) Possessor may change the element Physical into the element Ki in the elements of any of possessor's actions, attacks, or instances of Damage dealt; Possessor may change the element Ki into the element Physical in the elements of any of possessor's actions, attacks, or instances of Damage dealt
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Basic Wood Synchronization- (Passive Ability, Other: Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Armored Martial Arts- (Passive Ability, Protector) Possessor gains +100 AGI and +100 Defense if possessor is wearing a Light Armor and is in a Monk Stance
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor

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 Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of 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 Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.

Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions

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

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
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% 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
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

Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
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
Physical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element

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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Memorized Somatic Flow- (Passive Ability, Wizard) If the last action possessor performed was a 'Cast a Spell' action that involved the casting of a Wizard Magic spell and possessor is afflicted with Confusion by a source below Level 40, possessor may, instead of having possessor's action determined randomly, choose to perform a non-Confusion-randomized (excluding sub-status effects of Confusion) Cast a Spell action that involves the casting of the same Wizard Magic spell
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful 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 gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Silent Casting- (Technique Ability, Wizard) Possessor may use 'Silent Casting' in conjunction with a 'Cast a Spell', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Wizard Magic, Enchantment, Illusion Magic, Abjuration, Conjuration, Necromancy, Divination, Divine Magic, or Druid Magic spell. Said action cannot have spell casting involved in it be prevented by Impaired or Hexed or their sub-status effects (including the decision to cast those spells), and said action ignores the presence of Impaired: Silence (and its sub-status effects) on caster.
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 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
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast



Completed 1 Semester as a Force Monk on Disc 101
Performed Well In the Class 'Basic Fist Weapon Use' on Disc 101
Performed Exceptionally In the Class 'Basic Physical Fitness' on Disc 101
Performed Well In the Class 'Basic Magic Theory' on Disc 101
Performed Well In the Class 'Basic Martial Arts' on Disc 101
Performed Well In the Class 'Basic Force Magic' on Disc 101
Performed Well In the Class 'Basic Auras' on Disc 101
Completed 2 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Basic Channeling' on Disc 101
Performed Well In the Class 'Basic Ki Use' on Disc 101
Performed Well In the Class 'General Gymnastics' on Disc 101
Performed Well In the Class 'Supplementary Combat for Agile Specialists' on Disc 101
Performed Well In the Class 'Supplementary Spellcasting for Agile Specialists' on Disc 101
Completed 3 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Basic Physicality' on Disc 101
Performed Exceptionally In the Class 'General Force Magic' on Disc 101
Performed Well In the Class 'Offensive Aura Use' on Disc 101
Performed Well In the Class 'Supplementary Hands-On Magic for Kata-Casters' on Disc 101
Performed Exceptionally In the Class 'General Physical Combat' on Disc 101
Performed Exceptionally In the Class 'Bestial Martial Arts' on Disc 101
Completed 4 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists A (With Corequisites)' on Disc 101
'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists B (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists C (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists D (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists E (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists F (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists G (With Corequisites)' on Disc 101
Completed 5 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Advanced Auras' on Disc 101
Performed Well In the Class 'Supplementary Scholarship for Theoretical Magic Practitioners' on Disc 101
Performed Well In the Class 'General Theoretical Magic' on Disc 101
Performed Well In the Class 'Kata-Casting' on Disc 101
Performed Well In the Class 'Elemental Martial Arts' on Disc 101
Performed Well In the Class 'Advanced Martial Arts for Force Monks' on Disc 101
Performed Well In the Class 'Supplementary Armor Training for Martial Artists' on Disc 101
Completed 6 Semesters as a Force Monk on Disc 101
Performed Exceptionally In the Class 'Enlightened Ki Use' on Disc 101
Performed Exceptionally In the Class 'Supplementary Psi for Ki Users' on Disc 101
Performed Exceptionally In the Class 'General Ninjutsu' on Disc 101
Performed Exceptionally In the Class 'Advanced Martial Arts for Ninja Monks' on Disc 101
Performed Well In the Class 'Force Monk Essentials' on Disc 101
Performed Well In the Class 'Force Monk Ability-Refinement Capstone' on Disc 101
Performed Superbly in the Course 'Supplementary Forces for Force Mages' on Disc 101
Completed 7 Semesters as a Force Monk on Disc 101
Performed Well in the Course Advanced Force Monk Skills
Performed Well in the Course 'Esoteric Elements for Martial Arts A' on Disc 101
Performed Exceptionally in the Course 'Esoteric Elements for Martial Arts B' on Disc 101
Performed Exceptionally in the Course 'Esoteric Elements for Martial Arts C' on Disc 101
Performed Exceptionally in the Course 'Seasonal Elemental Magic A' on Disc 101
Performed Well in the Course 'Seasonal Elemental Magic B' on Disc 101
Performed Exceptionally in the Course 'Undergraduate Dissertation for Minor in Elemental Magic' on Disc 101
Earned a Minor in Elemental Magic from Disc 101
Performed Well in the Course 'Advanced Meditation Practices' on Disc 101
Performed Well in the Course 'Exotic Elemental Martial Arts' on Disc 101
Completed 8 Semesters as a Force Monk on Disc 101
Successfully Completed the 'Force Monk Internship' on Disc 101
Graduated from Disc 101 as a Force Monk


New Abilities and Costs:

Generally Cool With Elementals and Those Who Commune with Them- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Elementalist' or 'Conjurer' or who are Elementals as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who either possesses the ability 'Elementalist', possesses the ability 'Conjurer', or is an Elemental.
Not for Sale

Has Gained Respect for Those Who Walk One of the Paths of the Force Monk- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage' as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Not For Sale

Has Professional Connections to Other Force Monks- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 1 less Week (to a minimum of 1 week) and 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Not for Sale

Member of the 'Society of Enlightened Fists' Professional Organization- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +5,000 to all stats if possessor possesses an ally who possesses the ability 'Force Monk'.
Not for Sale



Antimagic-Shattering Aura-Fist- (Technique Ability, Combatant) Possessor may use 'Antimagic-Shattering Aura-Fist' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +30,000 Melee Attack and destroys up to 5 effects (that come from sources below Level 80 that are attached to Zones, Terrains, or Phantom Terrains) that prevent the casting of spells or one or more specific subtypes of spells.
Requires: Countermagic-Deflecting Fists
Cost: 30,000,000 Gold, 3 Weeks

Blow-Deflecting Force-Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possesor may choose to have a 25% chance of cancelling each hit of a Physical element attack that targets possessor that comes from a source below Level 80 that is not 5 or more Levels greater than possessor
Requires: Adept Fist Weapon Training, Unstoppable Perfected Force-Infused Body
Cost: 30,000,000 Gold, 3 Weeks

Countermagic-Deflecting Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, (possessor cannot be prevented from casting Force Magic spells by sources below Level 80, actions possessor performs involving the casting of Force Magic spells cannot be countered (including preemptively) by (lower-Level sources below Level 80) or (sources below Level 60), and Force Magic buffs with possessor as a source that are on possessor cannot be removed without possessor's permission by (lower-Level sources below Level 80) or (sources below Level 60))
Requires: Blow-Deflecting Force Fists, Force-Reinforced Forcefield, Enlightened Force-Conversion, Enlightened Dynamism
Cost: 60,000,000 Gold, 2 Weeks

Force-Bearing Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possessor may equip a single Force weapon as a Weaponx0; possessor may equip a Force weapon whenever possessor obtains a Force Magic buff
Requires: Countermagic-Deflecting Fists, Controller
Cost: 80,000,000 Gold, 4 Weeks

Knock 'em Into Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Into Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack and applies a non-stacking debuff that makes its possessor unable to benefit from Dodge bonuses coming from spells, abilities, or constant effects whose name includes 'Incorporeal', 'Intangible', or 'Disembodied', that prevents its possessor from ignoring (not counting through Immunity, Reflection, and Absorption) effects attached to Zones, Terrains, or Phantom Terrains unless its possessor is Level 80 or greater and is, and that prevents its possessor from not being inside Zones, Terrains, and Phantom Terrains that are in its possessor's battlespace.
Requires: Knock 'em Outside Physics
Cost: 60,000,000 Gold, 3 Weeks

Knock 'em Outside Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Outside Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack, gains a 30% chance of inflicting Vanished, gains a 30% chance of inflicting Petrified: Time Stop, and applies a non-stacking debuff that gives its possessor +100% Dodge against sources that are not its creator, that gives its possessor -100% To Hit against sources that are not its creator, and that prevents effects attached to Zones, Terrains, and Phantom Terrains that come from sources below Level 80 that are not its creator from affecting its possessor.
Requires: Antimagic-Shattering Aura-Fist
Cost: 60,000,000 Gold, 3 Weeks


Force-Reinforced Forcefield- (Passive Ability, Auramancer) If possessor has a Force Magic buff, Auras possessor has equipped cannot be destroyed or unequipped without possessor's permission by sources below Level 80
Requires: Adept Aura Mastery, Force Monk
Cost: 15,000,000 Gold, 2 Weeks


Armored Martial Arts- (Passive Ability, Protector) Possessor gains +100 AGI and +100 Defense if possessor is wearing a Light Armor and is in a Monk Stance
Requires: Martial Artist (2), Dodges that Conceal Weak Points, Armored Gymnastics
Cost: 300,000 Gold, 2 Weeks



Bodily Calligraphy of Mystic Battle Stance- (Stance Ability, Force Mage) Possessor gains +500 AGI, +500 SPI, and +15% Dodge. Once per round, when possessor moves from one row to another row, possessor may choose to immediately gain an action (with said action occurring after any actions it would otherwise interrupt) that may only be used to perform a 'Cast a Spell' action.
Requires: Flash-Kata Spell, Gymnast
Cost: 5,000,000 Gold, 3 Weeks

Burly Spell- (Technique Ability, Force Mage) Possessor may use 'Burly Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Strength as its Prime Attribute.
Requires: Apprentice Physical Synchronization, Offensive Force Projection, Force Mage
Cost: 400,000 Gold, 4 Weeks

Decorporealized Force Channeling- (Passive Ability, Force Mage) Possessor may ignore the conversion of possessor's actions elements to solely be Physical when it comes from a Force Magic spell, buff, or technique with caster or an ally of caster as a source.
Requires: Force Mage, Channeler
Cost: 800,000 Gold, 2 Weeks

Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Defense
Requires: Basic Defensive Force Projection, Force Projection
Cost: 500,000 Gold, 2 Weeks

Flash-Kata Spell- (Technique Ability, Force Mage) Possessor may use 'Flash-Kata Spell' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, cannot be countered (including preemptively) by sources below Level 40, and may use Agility as its Prime Attribute.
Requires: Warrior, Combatant, Monk, Channeler, Martial Artist (2), Familiarity with Martial Forms, Fast Ninjutsu, Shadow Wind Stance, Hand Signal Expert, Aura Hands, Burly Spell, Guarded Spell, Understanding of Common Practices of Theoretical Magic, Has Undergone More Harsh Training II, Ki Strike, Improved Ki Channeling, Silent Casting
Cost: 3,000,000 Gold, 4 Weeks

Force Armor Battle-Form- (Stance Ability, Force Mage) Possessor gains Spirit as an additional Defense-capping-determining stat which cannot be multipled for cap-determining purposes, Possessor gains +(Possessor's SPI) Defense, Possessor may choose to count as wearing a Light Armor, Heavy Armor, or Aura
Requires: Auramancer, Force Mage, Heavy Spell, Guarded Spell, Basic Understanding of the Heart of Physical, Aura Strike, Positive Aura Resonance: Constitution, Positive Aura Resonance: Spirit, Positive Aura Resonance: Strength, Don Armor Quickly, Spry While Armored
Cost: 13,000,000 Gold, 5 Weeks

Forceful Mindcasting- (Technique Ability, Force Mage) Possessor may use 'Forceful Mindcasting' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, ignores the Defense (including Defense Against Stat Damage) of targets below Level 40, and may use Mind as its Prime Attribute.
Requires: Force Mage, Psychometrist
Cost: 3,000,000 Gold, 3 Weeks

Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Force Magic Attunement, 10 other Force Mage abilities
Cost: 125,000 Gold, 4 Weeks

Force Projection- (Passive Ability, Force Mage) Possessor gains +500 Ranged Attack, +500 Magical Attack, and +500 Defense
Requires: Basic Force Projection, Apprentice Force Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Guarded Spell- (Technique Ability, Force Mage) Possessor may use 'Guraded Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action cannot be preemptively countered by sources below Level 40 unless they ignore Physical element Defense.
Requires: Apprentice Physical Synchronization, Intense Concentration, Force Mage
Cost: 400,000 Gold, 4 Weeks

Heavy Spell- (Technique Ability, Force Mage) Possessor may use 'Heavy Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Prone.
Requires: Burly Spell
Cost: 400,000 Gold, 3 Weeks

Impactful Force- (Passive Ability, Force Mage) All Fatigued: Stun infliction chances possessed by Force Magic spells cast by possessor are increased by 15%
Requires: Offensive Force Projection
Cost: 300,000 Gold, 2 Weeks

Intense Concentration- (Passive Ability, Force Mage) Possessor's actions cannot be cancelled by preemptive counters from sources below Level 20
Requires: Defensive Force Projection, 5 Base MIN
Cost: 300,000 Gold, 2 Weeks

Ki Spiritualism- (Passive Ability, Force Mage) Possessor may use Spirit as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions that involve the casting of a Force Magic spell.
Requires: Enlightened Sensei, Channeler, Forceful Mindcasting, Bodily Calligraphy of Mystic Battle Stance, Ki Strike, Improved Ki Channeling, Armored Martial Arts, Decorporealized Force Channeling, Force Armor Battle-Form, Aura Boxing, Aura-Injecting Attack
Cost: 12,000,000 Gold, 4 Weeks

Knockout Spell- (Technique Ability, Force Mage) Possessor may use 'Knockout Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Knocked Out.
Requires: Heavy Spell
Cost: 400,000 Gold, 3 Weeks

Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Ranged Attack and +1,000 Magical Attack
Requires: Basic Offensive Force Projection, Force Projection
Cost: 500,000 Gold, 2 Weeks

Resolute Spell- (Technique Ability, Force Mage) Possessor may use 'Resolute Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Constitution as its Prime Attribute.
Requires: Burly Spell, Defensive Force Projection, Ki Spiritualism
Cost: 400,000 Gold, 4 Weeks

Unstoppable Perfected Force-Infused Body- (Passive Ability, Force Mage) If possessor is in a Monk Stance and has a Force Magic buff, possessor is Immune to sources below Level 40 and gains +12,000 uncapped Defense.
Requires: Force Monk
Cost: 12,000,000 Gold, 3 Weeks



Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Absolute Inferno-Soul Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Absolute Inferno-Soul Style' stance. Possessor may use Techniques that require possessor be in 'Absolute Inferno-Soul Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Requires: Absolute Inferno-Soul Style, Adept Warrior, Adept Fist Weapon Training
Cost: 50,000,000 Gold, 2 Weeks

Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Body Reinforcement- (Passive Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor gains +7,000 to all stats, gains Impaired Immunity, gains Fatigued Immunity, gains Fatigued: Prone Immunnity, gains Fatigued: Knocked Out Immunity, gains Stat Drain: SPI Drain Immunity, and is Immune to debuffs from sources below Level 60 that are 5 or more Levels lower Level than possessor.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Pattern Fist- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and its performer gains an action after it that may only be used to perform a 'Cast a Spell' action that involves the casting of a Wizard Magic or Force Magic spell.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Requires: Ninja, Wizard, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Arcane Talon Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Arcane Talon Style' stance. Possessor may use Techniques that require possessor be in 'Arcane Talon Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Arcane Talon Style'.
Requires: Arcane Talon Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Aura of Bitter Brambles- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, possessor has a 100% chance of inflicting Pain and Poison on up to 30 opponents at the start of each round
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Awakened Battle-Aura Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Awakened Battle-Aura Style' stance. Possessor may use Techniques that require possessor be in 'Awakened Battle-Aura Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Requires: Awakened Battle-Aura Style, Adept Warrior, Adept Fist Weapon Training
Cost: 50,000,000 Gold, 2 Weeks

Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Body-Shattering Splinterstrike- (Technique Ability, Monk) Possessor may use 'Body-Shattering Splinterstrike' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +12,000 Melee Attack, deals 1,200 CON Damage, applies a debuff that stacks 5 times that provides -12,000 Defense, and treats its target's Resilience as though it were 60% lower.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Brittle Meditation- (Technique Ability, Monk) Possessor may use 'Brittle Meditation' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Ninjutsu, Force Magic, or Unarmed Technique spell equipped, and possessor is in 'Glass Assassin Style' Stance. Said action applies a debuff that stacks 3 times that provides -60% Resilience to up to (Possessor's Level) targets.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Calm Amidst the Storm of Battle- (Passive Ability, Monk) Possessor may perform 'Meditate' actions while in the front row
Requires: Adept Unarmed Technique Attunement, Mentalist
Cost: 30,000,000 Gold, 2 Weeks

Clear Chakras- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Clear Chakras' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action removes all minor negative status effects, moderate negative status effects, and (debuffs from sources below Level 80) from its performer.
Requires: Enlightened Dynamism
Cost: 120,000,000 Gold, 3 Weeks

Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Defensive Knockdown Force-Wave- (Technique Ability, Monk) Possessor may use 'Defensive Knockdown Force-Wave' in conjunction with a 'Defend', 'Guard Other', 'Guard Back Rank', 'Counterattack', or 'Meditate' action so long as no other technique is used, possessor has both a Force Magic spell and a Wizard Magic spell equipped, and possessor is in 'Sagacious Keeper Style' Stance. The action's performer gains a non-stacking buff that lasts until the end of the next round that causes all of its possessor's opponents on the side of the attacking or offensively acting individual to, should caster choose to expend the buff in such a manner, have a 200% chance of being afflicted with Fatigued: Stun, Fatigued: Prone, and Fatigued: Knocked Out preemptively when its possessor or one of its possessor's allies is targeted by an attack or offensive action.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Demon-Sealing Impact- (Technique Ability, Monk) Possessor may use 'Demon-Sealing Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and a 150% chance of inflicting an instance of Awestruck: Sealed that causes its possessor to count as Defeated if below Level 60.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Enlightened Dynamism- (Passive Ability, Monk) Possessor may choose two (Any two of possessor's different stats)*.75 as possessor's Prime Attribute value for any action or attack that involves possessor casting a Force Magic or Unarmed Technique spell
Requires: Adept Fist Weapon Training, Adept Aura Mastery, Adept Force Magic Attunement, Expert Unarmed Technique Attunement, Force Monk
Cost: 30,000,000 Gold, 3 Weeks

Expert Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique 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 Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Unarmed Technique Attunement, 100 other Monk Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Familiarity with Martial Forms- (Passive Ability, Monk) Possessor gains +500 to all stats if possessor is in a Monk stance
Requires: Martial Artist (2)
Cost: 500,000 Gold, 2 Weeks

Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Requires: Elementalist, Aeromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Fist Hurricane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Fist Hurricane Style' stance. Possessor may use Techniques that require possessor be in 'Fist Hurricane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Fist Hurricane Style'.
Requires: Fist Hurricane Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Force-Construct Clone Bodies- (Passive Ability, Monk) At the start of each round, possessor may summon 2 replicated copies of itself; these copies are 5 Levels lower than their creator, cannot acquire buffs, cannot provide allies with constantly-applied increases to stats based on their abilities or equipped items, have 1 Max HP, only possess Temporary copies of items wielded or carried by the individual they are copied from (only being able to acquire replicated versions of non-unique items that are In Stock in the Shop and worth under 60,000,000 Gold), optionally do not possess abilities possessed by the individual they are copied from, (only possess copies of non-unique, base-subtype abilities that are in stock in the Ability Shop that only possess other abilities their possessor possesses as ability prerequities, that are not Adept tier or higher tier abilities), and do not count as being unique, with a max of 5 of these copies summoned, and with these copies being unsummoned if their creator exits 'Glass Assassin Style' stance.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Force Monk- (Passive Ability, Monk) Possessor gains +12,000 uncapped points to all stats if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor gains +60% Dodge, To Hit, and Resilience if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor is Immune to Paralyzed if possessor is in a Monk stance. Possessor's Defense cannot be pierced by sources below Level 60 if possessor is wearing an Aura. Possessor's Resilience cannot be reduced by debuffs or negative status effects if possessor possesses a Force Magic buff. Possessor gains '2 hits against 1' if possessor is wielding a Fist Weapon.
Requires: Forceful Mindcasting, Resolute Spell, Master of Fist Hurricane Style, Master of Glass Assassin Style, Master of Sagacious Keeper Style, Combatant, Armored Martial Arts, Aura-Overloaded Strike, Elemental Aura-Control, Wide Aura Protection, Aura Boxing, Pyroclasmic Aura Damage Boost, Aura of Gifts, Force Armor Battle-Form, Decorporealized Force Channeling, Aeromancer, Pyromancer, Teramancer, Hydromancer, Gymnast, Improved Ki Channeling, Has Undergone More Harsh Training II, Focused Force Magic Casting, Level 40
Cost: 30,000,000 Gold, 5 Weeks

Force Monk Battle Stance- (Stance Ability, Monk) Possessor is additionally in the 'Fist Hurricane Style', 'Glass Assassin Style', and 'Sagacious Keeper Style' Stances, which do not count against the limit of how many Stances possessor may be in
Requires: Force Monk Stance Mastery, Adept Unarmed Technique Attunement
Cost: 30,000,000 Gold, 3 Weeks

Force Monk Stance Mastery- (Passive Ability, Monk) If possessor is in a Monk Stance, possessor may also be in additional Stance, so long as said additional Stance is a Force Mage stance
Requires: Force Monk
Cost: 8,000,000 Gold, 3 Weeks

Formal Cross-Disciplinary Force Monk Education- (Passive Ability, Monk) So long as possessor is not counting the abilities of any of the classes Monk, Force Mage, Combatant, and Auramancer as abilities of any of the other classes Monk, Force Mage, Combatant, and Auramancer for prerequisite purposes, possessor counts as possessing 40 additional Monk, Force Mage, Combatant, and Auramancer abilities for prerequisite purposes.
Requires: Force Monk
Cost: 300,000,000 Gold, 320 Weeks

Glass Assassin's Poison Hand- (Technique Ability, Monk) Possessor may use 'Glass Assassin's Poison Hand' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +9,000 Melee Attack, deals 900 CON Damage, and has a 200% chance of inflicting an instance of Poison that additionally reduces its possessor's Resilience by 60%.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Glass Assassin Style- (Stance Ability, Monk) Possessor treats individuals as though their Resilience were 30% lower
Requires: Ninja, Force Mage, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Glass Assassin Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Glass Assassin Style' stance. Possessor may use Techniques that require possessor be in 'Glass Assassin Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Glass Assassin Style'.
Requires: Glass Assassin Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Grasping Nettles Within the Spirit- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, whenever an opponent of possessor either leaves possessor's battlespace or moves from the Front Row to the Back Row, possessor may choose to deal that entity 600 Flat Wood element SPI Damage and have a 100% chance of inflicting Pain, Paralyzed, and Stat Drain: SPI Drain on it
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Hand of Thorns Style- (Stance Ability, Monk) Possessor deals 60,000 additional Wood element Damage.
Requires: Elementalist, Arbormancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Hand of Thorns Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Hand of Thorns Style' stance. Possessor may use Techniques that require possessor be in 'Hand of Thorns Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Hand of Thorns Style'.
Requires: Hand of Thorns Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Hundred-League Force-Leap- (Active/Passive Ability, Monk) If possessor has a Force Magic buff, possessor deals full Damage to targets below Level 60 in the back row, may make 'Melee Attack' and 'Melee Overdrive' actions from the back row, cannot be prevented from entering or leaving battlespaces by sources below Level 60, and may spend an action to move to a different existing battlespace so long as no entity of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Requires: Adept Unarmed Technique Attunement, Unstoppable Perfected Force-Infused Body
Cost: 15,000,000 Gold, 2 Weeks

Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Debilitation-Burning Essence Conflagration, Final Pyrestrike, Inferno-Soul Essence Conversion, Ki-Igniting Strike, Pattern-Holocaust Strike
Cost: 100,000,000 Gold, 2 Weeks

Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcana-Ripper, Arcane Assassin, Mage-Devouring Strike, Rush from Within the Pattern, Spelltalon Strike
Cost: 25,000,000 Gold, 2 Weeks

Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Automatic Ki-Dodge, Awakened Aura-Waves, Ki-Warp Fist-Barrage, Supercharge Ki, Unyielding Awakened Soul
Cost: 100,000,000 Gold, 2 Weeks

Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Blastwave Punch, Constant Deflecting Storm of Palms, Thousand-Handed Flurry, Triumphant Wind-Wave Kick, Wind-borne Punches
Cost: 1,000,000 Gold, 2 Weeks

Master of Glass Assassin Style- (Passive Ability, Monk) Possessor may treat individuals as though their Resilience were 30% lower, possessor counts as possessing 7 additional Force Mage abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Body-Shattering Splinterstrike, Brittle Meditation, Force-Construct Clone Bodies, Glass Assassin's Poison Hand, Transparent Force-Body
Cost: 25,000,000 Gold, 2 Weeks

Master of Hand of Thorns Style- (Passive Ability, Monk) Possessor deals 60,000 additional Wood element Damage, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Aura of Bitter Brambles, Grasping Nettles Within the Spirit, Thorns-Upon-Pressure-Points Strike, Thorn-Vine Arm-Lash, Vampiric Bush Delivers Beatings
Cost: 1,000,000 Gold, 2 Weeks

Master of Sagacious Keeper Style- (Passive Ability, Monk) Spells cost possessor 240,000 less MP to cast, possessor counts as possessing 7 additional Wizard abilities and 7 additional Force Mage abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcane Body Reinforcement, Arcane Pattern Fist, Defensive Knockdown Force-Wave, Demon-Sealing Impact, Mind-Clearing Head Rap
Cost: 25,000,000 Gold, 2 Weeks

Meditation of Resurgent Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Resurgent Forces' in conjunction with a 'Meditate' action so long as no other technique is used. User replicates an instance of each non-Overcrash, non-Unique Force Magic buff that was present on caster that came from a source equal to or lower Level than user that was present on user at any point during the previous round, with such replicating buffs being replicated in the state of their initial application.
Requires: Enlightened Dynamism
Cost: 200,000,000 Gold, 3 Weeks

Meditation Upon Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Forces' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Force equipped, and possessor possesses a Force Magic buff. Said action gives its possessor a non-stacking buff that makes its possessor solely the non-Universe elements of one of the Forces its performer is at the time of the buff's creation (with said choice being made at the time of the buff's creation) and that allows its possessor to change the elements of any action, attack, or instance of Damage its possessor deals that involves a Force Magic or Unarmed Technique spell to solely those elements.
Requires: Enlightened Dynamism, Controller
Cost: 60,000,000 Gold, 2 Weeks

Mind-Clearing Head Rap- (Active Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor may spend an action to have a 100% chance of curing target of Confusion, Charm, Insanity (but not its sub-status effects), and Dominion (but not its sub-status effects).
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Power-Gathering Meditation- (Technique Ability, Monk) Possessor may use 'Power-Gathering Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action gives its performer a buff that stacks 4 times that provides +(Possessor's Level * 250) to all stats that cannot be carried between battles in a buff slot.
Requires: Adept Unarmed Technique Attunement, Enlightened Sensei
Cost: 60,000,000 Gold, 2 Weeks

Restful Meditation- (Technique Ability, Monk) Possessor may use 'Restful Meditation' in conjunction with a 'Meditate' action so long as no other technique is used. Said action causes its performer to regenerate 1% of its performer's Max HP (to a max of 10,000,000,000 HP).
Requires: Adept Unarmed Technique Attunement, Rest
Cost: 80,000,000 Gold, 3 Weeks

Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Sagacious Keeper Style- (Stance Ability, Monk) Spells cost possessor 70,000 less MP to cast. Possessor's actions that involve the casting of a spell cannot be countered (including preemptively) by sources below Level 60.
Requires: Wizard, Force Mage, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Sagacious Keeper Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Sagacious Keeper Style' stance. Possessor may use Techniques that require possessor be in 'Sagacious Keeper Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sagacious Keeper Style'.
Requires: Sagacious Keeper Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Thorns-Upon-Pressure-Points Strike- (Technique Ability, Monk) Possessor may use 'Thorns-Upon-Pressure-Points Strike' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 200% chance of inflicting Pain and Paralyzed, and gives targets below Level 40 a debuff that prevents them from gaining additional actions outside of their per-round assigned actions in turn-order that lasts 2 rounds.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Thorn-Vine Arm-Lash- (Technique Ability, Monk) Possessor may use 'Thorn-Vine Arm-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 150% chance of inflicting Pain and Impaired: Blind, may be made from any row, and deals full Damage to targets below Level 60 in the back row.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Transparent Force-Body- (Passive Ability, Monk) If possessor is in 'Glass Assassin Style' stance, possessor gains +60% Dodge, gains +60% Resilience, gains Impaired Immunity, gains Pain Immunity, gains Diseased Immunity, and cannot be criticalled by sources below Level 60.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Unified Overcrash: Gestalt Soul Detonation- (Technique Ability, Monk) Possessor may use 'Unified Overcrash: Gestalt Soul Detonation' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor is in 'Awakened Battle-Aura Style' stance, no other technique or Overcrash is being used as part of said action, and possessor has at least one willing unique ally who will act as a co-participant in the Overcrash whose MP has not been set to 0. Said action consumes the next action of said unique ally, up to 199 other willing, unique allies whose MP has not been set to 0, and up to 20,000,000 willing, non-unique allies whose MP has not been set to 0 and is a Combo Move. Said action becomes solely Ki element, gains +10,000,000 Ranged Attack, +10,000,000 Magical Attack, deals an 5,000,000 additional Damage per unique participant beyond its primary performer (to a max of 1,000,000,000 additional Damage) and 1 additional Damage per non-unique participant (to a max of 20,000,000 additional Damage), and gains '1 hit against (the number of participants in this attack * 1,000)'. Said action sets its user's MP to 0 for the remainder of the thread. Said action sets the MP of all of its participants to 0 as though they had performed the Overcrash.
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Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Vampiric Bush Delivers Beatings- (Technique Ability, Monk) Possessor may use 'Vampiric Bush Delivers Beatings' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 100% chance of inflicting Pain, gains a 50% chance of inflicting Fatigued: Stun, and deals HP Drain.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks



Ninja Assassination- (Passive Ability, Ninja) Possessor deals 5,000 additional Damage to targets who have not yet acted
Requires: Ninja Leap, Shadow Wind Stance, Smoke Trick Training, Accurate Throwing
Cost: 300,000 Gold, 2 Weeks

Ninja Escape- (Passive Ability, Ninja) When possessor casts a Ninjutsu spell, possessor obtains a non-stacking buff that lasts until the end of the round that provides +15% Dodge.
Requires: Fast Ninjutsu, Hide in Shadows
Cost: 300,000 Gold, 2 Weeks

Ninja Leap- (Passive Ability, Ninja) Possessor may not be prevented from switching rows by sources below Level 40 that possess a lower AGI than possessor
Requires: Ninja Wall Run, From the Shadows
Cost: 300,000 Gold, 2 Weeks



Memorized Somatic Flow- (Passive Ability, Wizard) If the last action possessor performed was a 'Cast a Spell' action that involved the casting of a Wizard Magic spell and possessor is afflicted with Confusion by a source below Level 40, possessor may, instead of having possessor's action determined randomly, choose to perform a non-Confusion-randomized (excluding sub-status effects of Confusion) Cast a Spell action that involves the casting of the same Wizard Magic spell
Requires: Wizard, Monk, Has Undergone Harsh Training
Cost: 300,000 Gold, 3 Weeks

Silent Casting- (Technique Ability, Wizard) Possessor may use 'Silent Casting' in conjunction with a 'Cast a Spell', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Wizard Magic, Enchantment, Illusion Magic, Abjuration, Conjuration, Necromancy, Divination, Divine Magic, or Druid Magic spell. Said action cannot have spell casting involved in it be prevented by Impaired or Hexed or their sub-status effects (including the decision to cast those spells), and said action ignores the presence of Impaired: Silence (and its sub-status effects) on caster.
Requires: Memorized Somatic Flow, Loudly-Incanted Spell
Cost: 300,000 Gold, 3 Weeks



Enlightened Force-Conversion- (Passive Ability, Other: Enlightened Sensei) Possessor may change the element Physical into the element Ki in the elements of any of possessor's actions, attacks, or instances of Damage dealt; Possessor may change the element Ki into the element Physical in the elements of any of possessor's actions, attacks, or instances of Damage dealt
Requires: Force Monk
Cost: 6,000,000 Gold, 2 Weeks




Other Changes

Please fix the (amusingly located) 'Elemetal Esoterica' typo in Envoy of Metal's prereqs. Please change 'Ally of Tree Beasts' to 'Ally of the Tree Beasts'. Please do the same for the other 'All of <X> Beasts' abilities.




New Status Effect:
Overload: Unbalanced Essence (Possessor takes an amount of Ki element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ki)

Lord Gadigan wrote:
There are two different versions of Force Projection. Kazivon got both, one after the other. Given the pattern shown, I changed the '+1,000 Ranged Attack and +1,000 Magical Attack' version to 'Offensive Force Projection' as it fell in line with Defensive Force Projection's prerequisite-patterns.

Two of the courses gave Kazivon the award 'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists D (With Corequisites)' on Disc 101', with the following one being E. I've changed the second to E, the E to F, and then bumped the subsequent ones up a letter to compensate.

I changed 'Rush from Within the Pattern' to state "Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..." instead of "Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..."

I changed 'Spelltalon Strike' to state "Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..." instead of "Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action..."

Kazivon did not get awards 'Completed 6 Semesters as a Force Monk on Disc 101', 'Completed 7 Semesters as a Force Monk on Disc 101' and 'Completed 8 Semesters as a Force Monk on Disc 101', even though he got awards for the other five he went through.

I will avoid updating until this gets the okay.



This is all approved. Please give him the additional semester-based awards.

Lord Gadigan wrote: Thread moved for updating.

The Nottest of Daves wrote: Master of Arcane Talon Style has prerequisites from Sagacious Keeper Style:

Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcane Body Reinforcement, Arcane Pattern Fist, Defensive Knockdown Force-Wave, Demon-Sealing Impact, Mind-Clearing Head Rap
Cost: 25,000,000 Gold, 2 Weeks



The prerequisite list should be:

Requires: Arcana-Ripper, Arcane Assassin, Mage-Devouring Strike, Rush from Within the Pattern, Spelltalon Strike



Moved back to Gad-land for approval.

Lord Gadigan wrote: Change approved.

Lord Gadigan wrote: Thread moved for updating.
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Re: Kazivon returns to train

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The quest ends here.
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