Draconics wrote:
This thread needs more backlog, so I went ahead and made the Hero/Villain classes and they can be fixed from the standard templates as needed. They likely need their Basic abilities brought into line and their Moderate status effects need making.
Absorb Evil- (Passive Ability, Other: Villain) Possessor Absorbs Evil against sources below Level 20 if Level 20 or greater
Requires: Evil Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Evil Synchronization- (Passive Ability, Other: Villain) Amounts of Evil element Damage possessor deals are increased by 10,000 points, Evil element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Evil element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Villain, 50 other Other: Villain Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Evil- (Passive Ability, Other: Villain) Whenever possessor obtains Evil element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Evil
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Evil- (Passive Ability, Other: Villain) Possessor's Evil 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 Evil
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +500 Defense against Evil
Requires: Basic Defenses Against Evil
Cost: 100,000 Gold, 2 Weeks
Apprentice Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 5% Evil Resistance
Requires: Basic Evil Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Evil Synchronization- (Passive Ability, Other: Villain) Possessor gains +50 to all stats for each Evil element item equipped, Possessor's Evil element pets and summons gain +250 to all stats
Requires: Basic Evil Synchronization, 3 other Other: Villain abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Evil- (Passive Ability, Other: Villain) Possessor's Evil element allies gain +100 to all stats
Requires: Apprentice Command of Evil, Basic Understanding of the Heart of Evil
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Evil
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Evil- (Passive Ability, Other: Villain) Possessor gains +500 to all stats while in a Zone of Evil
Requires: Basic Zonal Acclimation of Evil
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Evil's Dominion- (Passive Ability, Other: Villain) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Evil
Requires: Basic Zonal Acclimation of Evil
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Evil- (Passive Ability, Other: Villain) Whenever possessor obtains Evil element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Evil Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Evil- (Passive Ability, Other: Villain) Possessor's Evil element pets and summons gain +50 to all stats
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +50 Defense against Evil
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 1% Evil Resistance
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Evil- (Passive Ability, Other: Villain) Possessor's Evil element allies gain +10 to all stats
Requires: Basic Command of Evil
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 50 points
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Evil- (Passive Ability, Other: Villain) Possessor gains +50 to all stats while in a Zone of Evil
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Evil- (Active Ability, Other: Villain) Possessor may spend an action to summon 5 Elementals that are Evil element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Evil, Emanate Evil
Cost: 300,000 Gold, 2 Weeks
Control of Evil- (Passive Ability, Other: Villain) Possessor has a 20% chance of being able to cancel the actions of Evil element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Evil Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Evil- (Passive Ability, Other: Villain) Possessor gains +500 Defense if possessor has any Evil-element items equipped that provide a Defense bonus
Requires: Basic Evil Synchronization, Basic Defenses against Evil, Basic Weaponization of Evil
Cost: 200,000 Gold, 2 Weeks
Detect Evil- (Passive Ability, Other: Villain) Possessor gains +1% To Hit against Evil element targets
Requires: Apprentice Divining Attunement, Basic Evil Synchronization
Cost: 100,000 Gold, 2 Weeks
Evil Battle-Aura- (Stance Ability, Other: Villain) Possessor deals 10,000 Flat Evil element Damage to each opponent at the start of each round
Requires: Emanate Evil, Improved Weaponization of Evil
Cost: 200,000 Gold, 3 Weeks
Evil Body Form- (Stance Ability, Other: Villain) Possessor gains +200 Defense against Evil, Possessor gains 15% Evil Resistance, Possessor may deal 5,000 Flat Evil element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Evil, Villain, Basic Evil Resistance, Apprentice Understanding of the Heart of Evil, Apprentice Defenses Against Evil
Cost: 300,000 Gold, 3 Weeks
Evil Immunity- (Passive Ability, Other: Villain) Possessor gains Evil Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Evil Resistance, Other: Villain, Level 20
Cost: 500,000 Gold, 2 Weeks
Evil Manipulation- (Passive Ability, Other: Villain) Possessor may choose one of the following at the beginning of each round if Evil element: Create a Zone of Evil, Remove a Zone of Evil created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evil by either possessor or a source below Level 20, Add Evil to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Evil element on a Evil element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evil, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evil, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon an Evil element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evil to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evil, 5% Evil Resistance, or +50 Defense against Evil and 1% Evil Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Evil Synchronization, 5 other Other: Villain abilities
Cost: 400,000 Gold, 3 Weeks
Emanate Evil- (Passive Ability, Other: Villain) Whenever possessor absorbs Damage that is Evil element Damage, Possessor may choose to deal 10,000 Flat Evil element Damage to up to 10 targets
Requires: Absorb Evil, Evil Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Evil- (Passive Ability, Other: Villain) If possessor is Evil element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Evil
Requires: Basic Understanding of the Heart of Evil
Requires: 200,000 Gold, 2 Weeks
Expert Evil Synchronization- (Passive Ability, Other: Villain) Evil element Damage dealt to possessor (not including healing) is halved, Evil element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Evil element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Evil Synchronization, 100 other Other: Villain Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Greater Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Evil, Other: Villain
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Evil- (Passive Ability, Other: Villain) Whenever possessor obtains Evil element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Evil
Cost: 500,000 Gold, 2 Weeks
Improved Command of Evil- (Passive Ability, Other: Villain) Possessor's Evil element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Evil, Basic Understanding of the Heart of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +5,000 Defense against Evil
Requires: Apprentice Defenses Against Evil, Basic Evil Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Evil- (Passive Ability, Other: Villain) Possessor gains +2,000 Defense if possessor has any Evil-element items equipped that provide a Defense bonus
Requires: Apprentice Evil Synchronization, Improved Defenses against Evil, Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Evil Elemental Emanation- (Passive Ability, Other: Villain) Possessor's 'Call Forth the Living Evil' ability may summon entities up to Level 20
Requires: Call Forth the Living Evil
Cost: 200,000 Gold, 2 Weeks
Improved Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 10% Evil Resistance
Requires: Apprentice Evil Resistance, Basic Defenses against Evil
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Evil- (Passive Ability, Other: Villain) Possessor's Evil element allies gain +250 to all stats
Requires: Improved Command of Evil, Apprentice Understanding of the Heart of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Evil- (Passive Ability, Other: Villain) Possessor gains +1,000 to all stats while in a Zone of Evil
Requires: Apprentice Zonal Acclimation of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Evil Empowerment- (Passive Ability, Other: Villain) Possessor gains +500 to all stats while in a Zone of Evil, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Evil
Requires: Empowered by Evil, Nourished by Evil, Improved Zonal Acclimation of Evil
Cost: 1,000,000 Gold, 2 Weeks
Meditative Assumption of Evil- (Passive Ability, Other: Villain) Possessor may choose, at the beginning of a thread, to become solely Evil element
Requires: Basic Evil Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nourished By Evil- (Passive Ability, Other: Villain) If possessor is Evil element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Evil
Requires: Basic Understanding of the Heart of Evil
Requires: 200,000 Gold, 2 Weeks
Nourish Evil- (Passive Ability, Other: Villain) Whenever possessor deals HP or MP healing to an Evil element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Evil, Nourished by Evil
Cost: 200,000 Gold, 2 Weeks
Nullify Evil- (Passive Ability, Other: Villain) Possessor may remove the element Evil from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Evil-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Evil-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Evil from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Evil Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Evil- (Passive Ability, Other: Villain) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <Evil Status Effect>
Requires: Basic Evil Resistance, Basic Weaponization of Evil
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Evil- (Passive Ability, Other: Villain) Possessor gains 5% <Evil Status Effect> Resistance
Requires: Basic Evil Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Evil- (Passive Ability, Other: Villain) Possessor gains +5% Dodge against Evil element individuals
Requires: Improved Defenses Against Evil, Improved Understanding of the Heart of Evil, Apprentice Defenses that Utilize Evil
Cost: 200,000 Gold, 2 Weeks
Reconsume Evil Elemental Spawn- (Passive Ability, Other: Villain) Possessor may, at the start of any round, unsummon one of possessor's Evil element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Evil Elemental Emanation, Improved Affinity to Healing Via Evil
Cost: 200,000 Gold, 2 Weeks
Reflect Evil- (Passive Ability, Other: Villain) Possessor Reflects Evil against sources below Level 20 if Level 20 or greater
Requires: Evil Immunity
Cost: 500,000 Gold, 2 Weeks
Villain- (Passive Ability, Other: Villain) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evil Resistance, Possessor ignores Evil Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Evil Synchronization, 10 other Other: Villain abilities
Cost: 125,000 Gold, 4 Weeks
Soothing Evil Emanation- (Passive Ability, Other: Villain) Whenever possessor absorbs Damage that is Evil element Damage, Possessor may choose to deal 10,000 Flat Evil element HP Healing to up to 10 targets that are Evil element
Requires: Emanate Evil, Nourish Evil
Cost: 300,000 Gold, 1 Week
Uplifted By Evil- (Passive Ability, Other: Villain) If possessor is Evil element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Evil
Requires: Basic Understanding of the Heart of Evil
Requires: 200,000 Gold, 2 Weeks
Zonal Evil Control- (Passive Ability, Other: Villain) Possessor may, at the start of each round, choose one Zone of Evil that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Evil, Improved Zonal Acclimation of Evil
Cost: 1,000,000 Gold, 2 Weeks
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Elemental Attack-Conversion: Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil.
Requires: Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Nonsynchrnous Elemental Attack-Conversion: Evil - (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element.
Requires: Elemental Attack-Conversion: Evil
Cost: 500,000 Gold, 2 Weeks
Prosperous Venting of Excess Evil - (Passive Ability, Other: Villain) If possessor is Evil element and performs an 'Elemental Attack' action that is solely Evil element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Evil - (Passive Ability, Other: Villain) If possessor's last action was solely Evil element either due to this ability or the technique 'Elemental Attack-Conversion: Evil ', possessor may make any of possessor's offensive actions solely Evil element.
Requires: Nonsynchrnous Elemental Attack-Conversion: Evil , Adept Evil Syncrhonization
Cost: 6,000,000 Gold, 2 Weeks
Elemental Invocation of Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Invocation of Evil ' in conjunction with an 'Elemental Attack' action so long as possessor is Evil element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Evil
Cost: 200,000 Gold, 2 Weeks
Absorb Good- (Passive Ability, Other: Hero) Possessor Absorbs Good against sources below Level 20 if Level 20 or greater
Requires: Good Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Good Synchronization- (Passive Ability, Other: Hero) Amounts of Good element Damage possessor deals are increased by 10,000 points, Good element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Good element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Hero, 50 other Other: Hero Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Good- (Passive Ability, Other: Hero) Whenever possessor obtains Good element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Good
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Good- (Passive Ability, Other: Hero) Possessor's Good 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 Good
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Good- (Passive Ability, Other: Hero) Possessor gains +500 Defense against Good
Requires: Basic Defenses Against Good
Cost: 100,000 Gold, 2 Weeks
Apprentice Good Resistance- (Passive Ability, Other: Hero) Possessor gains 5% Good Resistance
Requires: Basic Good Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Good Synchronization- (Passive Ability, Other: Hero) Possessor gains +50 to all stats for each Good element item equipped, Possessor's Good element pets and summons gain +250 to all stats
Requires: Basic Good Synchronization, 3 other Other: Hero abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Good- (Passive Ability, Other: Hero) Possessor's Good element allies gain +100 to all stats
Requires: Apprentice Command of Good, Basic Understanding of the Heart of Good
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Good
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Good- (Passive Ability, Other: Hero) Possessor gains +500 to all stats while in a Zone of Good
Requires: Basic Zonal Acclimation of Good
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Good's Dominion- (Passive Ability, Other: Hero) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Good
Requires: Basic Zonal Acclimation of Good
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Good- (Passive Ability, Other: Hero) Whenever possessor obtains Good element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Good Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Good- (Passive Ability, Other: Hero) Possessor's Good element pets and summons gain +50 to all stats
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Good- (Passive Ability, Other: Hero) Possessor gains +50 Defense against Good
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Good Resistance- (Passive Ability, Other: Hero) Possessor gains 1% Good Resistance
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Good- (Passive Ability, Other: Hero) Possessor's Good element allies gain +10 to all stats
Requires: Basic Command of Good
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 50 points
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Good- (Passive Ability, Other: Hero) Possessor gains +50 to all stats while in a Zone of Good
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Good- (Active Ability, Other: Hero) Possessor may spend an action to summon 5 Elementals that are Good element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Good, Emanate Good
Cost: 300,000 Gold, 2 Weeks
Control of Good- (Passive Ability, Other: Hero) Possessor has a 20% chance of being able to cancel the actions of Good element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Good Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Good- (Passive Ability, Other: Hero) Possessor gains +500 Defense if possessor has any Good-element items equipped that provide a Defense bonus
Requires: Basic Good Synchronization, Basic Defenses against Good, Basic Weaponization of Good
Cost: 200,000 Gold, 2 Weeks
Detect Good- (Passive Ability, Other: Hero) Possessor gains +1% To Hit against Good element targets
Requires: Apprentice Divining Attunement, Basic Good Synchronization
Cost: 100,000 Gold, 2 Weeks
Good Battle-Aura- (Stance Ability, Other: Hero) Possessor deals 10,000 Flat Good element Damage to each opponent at the start of each round
Requires: Emanate Good, Improved Weaponization of Good
Cost: 200,000 Gold, 3 Weeks
Good Body Form- (Stance Ability, Other: Hero) Possessor gains +200 Defense against Good, Possessor gains 15% Good Resistance, Possessor may deal 5,000 Flat Good element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Good, Hero, Basic Good Resistance, Apprentice Understanding of the Heart of Good, Apprentice Defenses Against Good
Cost: 300,000 Gold, 3 Weeks
Good Immunity- (Passive Ability, Other: Hero) Possessor gains Good Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Good Resistance, Other: Hero, Level 20
Cost: 500,000 Gold, 2 Weeks
Good Manipulation- (Passive Ability, Other: Hero) Possessor may choose one of the following at the beginning of each round if Good element: Create a Zone of Good, Remove a Zone of Good created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Good by either possessor or a source below Level 20, Add Good to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Good element on a Good element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Good, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Good, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Good element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Good to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Good, 5% Good Resistance, or +50 Defense against Good and 1% Good Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Good Synchronization, 5 other Other: Hero abilities
Cost: 400,000 Gold, 3 Weeks
Emanate Good- (Passive Ability, Other: Hero) Whenever possessor absorbs Damage that is Good element Damage, Possessor may choose to deal 10,000 Flat Good element Damage to up to 10 targets
Requires: Absorb Good, Good Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Good- (Passive Ability, Other: Hero) If possessor is Good element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Good
Requires: Basic Understanding of the Heart of Good
Requires: 200,000 Gold, 2 Weeks
Expert Good Synchronization- (Passive Ability, Other: Hero) Good element Damage dealt to possessor (not including healing) is halved, Good element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Good element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Good Synchronization, 100 other Other: Hero Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Greater Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Good, Other: Hero
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Good- (Passive Ability, Other: Hero) Whenever possessor obtains Good element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Good
Cost: 500,000 Gold, 2 Weeks
Improved Command of Good- (Passive Ability, Other: Hero) Possessor's Good element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Good, Basic Understanding of the Heart of Good
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Good- (Passive Ability, Other: Hero) Possessor gains +5,000 Defense against Good
Requires: Apprentice Defenses Against Good, Basic Good Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Good- (Passive Ability, Other: Hero) Possessor gains +2,000 Defense if possessor has any Good-element items equipped that provide a Defense bonus
Requires: Apprentice Good Synchronization, Improved Defenses against Good, Improved Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Improved Good Elemental Emanation- (Passive Ability, Other: Hero) Possessor's 'Call Forth the Living Good' ability may summon entities up to Level 20
Requires: Call Forth the Living Good
Cost: 200,000 Gold, 2 Weeks
Improved Good Resistance- (Passive Ability, Other: Hero) Possessor gains 10% Good Resistance
Requires: Apprentice Good Resistance, Basic Defenses against Good
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Good- (Passive Ability, Other: Hero) Possessor's Good element allies gain +250 to all stats
Requires: Improved Command of Good, Apprentice Understanding of the Heart of Good
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Good- (Passive Ability, Other: Hero) Possessor gains +1,000 to all stats while in a Zone of Good
Requires: Apprentice Zonal Acclimation of Good
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Good Empowerment- (Passive Ability, Other: Hero) Possessor gains +500 to all stats while in a Zone of Good, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Good
Requires: Empowered by Good, Nourished by Good, Improved Zonal Acclimation of Good
Cost: 1,000,000 Gold, 2 Weeks
Meditative Assumption of Good- (Passive Ability, Other: Hero) Possessor may choose, at the beginning of a thread, to become solely Good element
Requires: Basic Good Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nourished By Good- (Passive Ability, Other: Hero) If possessor is Good element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Good
Requires: Basic Understanding of the Heart of Good
Requires: 200,000 Gold, 2 Weeks
Nourish Good- (Passive Ability, Other: Hero) Whenever possessor deals HP or MP healing to an Good element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Good, Nourished by Good
Cost: 200,000 Gold, 2 Weeks
Nullify Good- (Passive Ability, Other: Hero) Possessor may remove the element Good from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Good-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Good-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Good from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Good Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Good- (Passive Ability, Other: Hero) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <Good Status Effect>
Requires: Basic Good Resistance, Basic Weaponization of Good
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Good- (Passive Ability, Other: Hero) Possessor gains 5% <Good Status Effect> Resistance
Requires: Basic Good Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Good- (Passive Ability, Other: Hero) Possessor gains +5% Dodge against Good element individuals
Requires: Improved Defenses Against Good, Improved Understanding of the Heart of Good, Apprentice Defenses that Utilize Good
Cost: 200,000 Gold, 2 Weeks
Reconsume Good Elemental Spawn- (Passive Ability, Other: Hero) Possessor may, at the start of any round, unsummon one of possessor's Good element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Good Elemental Emanation, Improved Affinity to Healing Via Good
Cost: 200,000 Gold, 2 Weeks
Reflect Good- (Passive Ability, Other: Hero) Possessor Reflects Good against sources below Level 20 if Level 20 or greater
Requires: Good Immunity
Cost: 500,000 Gold, 2 Weeks
Hero- (Passive Ability, Other: Hero) Possessor ignores (1 * (Possessor Level/5), rounded down)% Good Resistance, Possessor ignores Good Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Good Synchronization, 10 other Other: Hero abilities
Cost: 125,000 Gold, 4 Weeks
Soothing Good Emanation- (Passive Ability, Other: Hero) Whenever possessor absorbs Damage that is Good element Damage, Possessor may choose to deal 10,000 Flat Good element HP Healing to up to 10 targets that are Good element
Requires: Emanate Good, Nourish Good
Cost: 300,000 Gold, 1 Week
Uplifted By Good- (Passive Ability, Other: Hero) If possessor is Good element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Good
Requires: Basic Understanding of the Heart of Good
Requires: 200,000 Gold, 2 Weeks
Zonal Good Control- (Passive Ability, Other: Hero) Possessor may, at the start of each round, choose one Zone of Good that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Good, Improved Zonal Acclimation of Good
Cost: 1,000,000 Gold, 2 Weeks
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Elemental Attack-Conversion: Good - (Technique Ability, Other: Hero) Possessor may use 'Elemental Attack-Conversion: Good ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Good element and no other technique is used. Said action becomes solely the element Good.
Requires: Improved Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Nonsynchrnous Elemental Attack-Conversion: Good - (Passive Ability, Other: Hero) Possessor may use the Technique 'Elemental Attack-Conversion: Good ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Good element.
Requires: Elemental Attack-Conversion: Good
Cost: 500,000 Gold, 2 Weeks
Prosperous Venting of Excess Good - (Passive Ability, Other: Hero) If possessor is Good element and performs an 'Elemental Attack' action that is solely Good element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Good - (Passive Ability, Other: Hero) If possessor's last action was solely Good element either due to this ability or the technique 'Elemental Attack-Conversion: Good ', possessor may make any of possessor's offensive actions solely Good element.
Requires: Nonsynchrnous Elemental Attack-Conversion: Good , Adept Good Syncrhonization
Cost: 6,000,000 Gold, 2 Weeks
Elemental Invocation of Good - (Technique Ability, Other: Hero) Possessor may use 'Elemental Invocation of Good ' in conjunction with an 'Elemental Attack' action so long as possessor is Good element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Good
Cost: 200,000 Gold, 2 Weeks