Ryuutarou Ishinori Goes To Marefore!
Posted: Mon Jun 15, 2020 7:11 am
This quest originally began on Aug 26, 2017.
Cooking Dragon Ryuutarou!
Ryuutarou Ishinori, the Spirit of Ramen (The Nottest of Daves)
Level 39
Spirit, Hope
HP: 14,625
MP: 4,875
STR: 1,100 (20)
AGI: 390 (10)
CON: 585 (15)
MIN: 195 (5)
SPI: 460 (10)
XP- 35,008,135
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 17
Bonus Weeks: 47
Weeks: 0 (+1 Binder, +4 Chef, +1 Diplomat, +2 Monk, +1 Ravager, +1 Shadow Blade, +9 Veilwalker)
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Devout Worshipper of Marcus, Galactic God-King of Chefs
Worshipper Benefits:
Cosmically Delicious- Food and Drink consumables used by possessor heal (250 * Possessor Level) additional HP and MP, Worshipper Benefit
Voidwalking- If possessor is Level 20 or greater, possessor gains Immunity to Frozen, Suffocation, Voidstruck, Poison: Irradiated, and Burning against effects that come from sources below Level 40 that are attached to Zones, Terrains or Phantom Terrains, Worshipper Benefit
Blessing:
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Clearance:
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Assassin:
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.
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
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Auramancer:
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Binder:
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Incorporeal Spirit- (Passive Ability, Binder) If possessor is a Spirit, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Blazing Sultan:
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Chef:
Add An Egg!- (Technique Ability, Chef) Possessor may use 'Add An Egg!' in conjunction with a 'Use an Item' action that involves the use of a Food consumable. Said action may also involve the use of an additional Food consumable, provided said additional consumable's name includes 'Egg'.
Add Some Spice- (Technique Ability, Chef) Possessor may use Add Some Spice in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Food or Drink consumable. All HP and MP healing in said action is increased by 500 points and all buffs to any stat that are part of said action are increased by 30 points per stat as an effect that stacks 20 times per target across all applications on said target per stat out of STR, AGI, MIN, CON, and SPI.
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Baker's Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Chef's Conflict-Calming Culinary Confrontation- (Technique Ability, Chef) Possessor may use 'Chef's Conflict-Calming Culinary Confrontation' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used and a Food consumable is used as part of said action, this action may be used as a pre-emptive counter to an offensive action that may only target the source of said offensive action (with all other hits from said Consumable being lost), if the Consumable is successfully used, there is a (Possessor's Level - Target's Level)% chance that the offensive action is cancelled and the action lost
Festival Food-Stall Frenzy- (Technique Ability, Chef) Possessor may use 'Festival Food-Stall Frenzy' in conjunction with a 'Serve Food' or 'Use an Item' action. If possessor uses a charge of a Food Consumable that targets 5 or more individuals in said action, possessor may choose to immediately use a second charge of the same Food Consumable (being able to choose different targets if so desired) or gain another action (to a maximum of one such extra action per round) that may involve the use of a charge of a Food Consumable that targets 5 or more individuals
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Knowledge of Ramen Recipes- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 5,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 100 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Knowledge of the Best Ramen Recipes of the Decade- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 500,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 200 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Knowledge of Unusually Good Ramen Recipes- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 50,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 200 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Nutritionist- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 500 points, Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, it automatically does so if said effect was inflicted by a source below Level 40
Prep Ramen Quickly- (Passive Ability, Chef) If possessor uses a Food consumable whose name includes 'Ramen', possessor gains a non-stacking buff that provides its possessor with +50 to its turn-order-determining stat sum for turn-order-determining purposes on the round after which it was acquired
Prepare Nightblossom-and-Moonfortune Salad- (Technique Ability, Chef) Possessor may use 'Prepare Nightblossom-and-Moonfortune Salad' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used and a Food consumable is used as part of said action, said Consumable, if its unmodified elements include Earth but not Darkness, gains the element Darkness and the text "+15% Darkness Resistance", said Consumable, if its unmodified elements include Darkness but not Earth, gains the element Earth and the text "+15% Earth Resistance", said Consumable, if its unmodified elements include Earth and Darkness, gains the element Fortune and the text "+15% Fortune Resistance, +7% To Hit, +7% Critical, +7% Dodge, +7% Resilience"
Stunning Food Presentation- (Passive Ability, Chef) Possessor's food consumables may gain '50% inflicts Fatigued: Stunned'
Sushi Maestro- (Passive Ability, Chef) Food Consumables used by Possessor that are Water element or contain the words "Fish", "Seafood" or "Sushi" that provide HP or MP healing or buff stats have said values doubled, to a maximum of (200,000 points for healing or 2,000 points for buffs), possessor may ignore the Resilience of Aquatics below Level 20
Taint-Cleansing Culinary Art- (Technique Ability, Chef) Possessor may use 'Taint-Cleansing Culinary Art' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used and a Food consumable is used as part of said action, said action may not inflict negative status effects or debuffs on its target and may cure any one negative status effect or debuff previously inflicted by a Food consumable on said target
Technique for Eating the Spice- (Passive Ability, Chef) Wielder cannot inflict Pain on itself through the effects of Food consumables
Commander:
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
Countess of Power:
Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Dragon Lord:
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800) (Acquired 2017-08-22)
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800) (Acquired 2017-08-22)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800) (Acquired 2017-08-22)
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400) (Acquired 2017-08-22)
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Formshift: Dragon- (Stance Ability, Dragon Lord) Possessor's subtype becomes Dragon
Impenetrable Dragon Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Elementalist:
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
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
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
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 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 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
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Eternal Champion:
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Offensive Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 50 points
Offensive Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 500 points
Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +20 to all stats
Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Heir to the Future:
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Kinetic Emperor:
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
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 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 Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King:
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Ocean Prince:
Apprentice Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +500 Defense against Water
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Scientist:
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scholar:
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirit
Shadowblade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Shrine Maiden:
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Spiritual Assault-Repelling Mantra- (Technique Ability, Shrine Maiden) Possessor may spend an action to provide possessor's side of battle with a non-stacking +10,000 Defense against Spirits as an effect that lasts until possessor's first action of the next round
Slayer:
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Thunder Czar:
Apprentice Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Improved Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +5,000 Defense against Electrical
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
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
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Tough in a Crisis- (Passive Ability, Warrior) Posessor gains +200 CON while in a Crisis Zone, HP gained from this CON increase does not count toward possessor's Max HP when calculating HP values to determine if possessor counts as being in a Crisis Zone
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +5,000 Defense against Air
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Misc:
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Weapons-
Culinary Keenknives- (Weaponx2, Knife, Physical, 3,000,000 Gold) +3,000 Melee Attack, 40% Critical, Culinary Arts spells cost wielder 30,000 less MP to cast
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Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
Drauger's Armor- (Armor, Heavy Armor, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Defense, +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP, Wielder may choose to count as up to 10 individuals in its row for row-order purposes, 100% Drowning Resistance, 100% Frozen Resistance, 60% Voidstruck Resistance
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Accessories-
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Lord of the Dead's Fur Cloak- (Accessory, Cloak, Darkness & Earth, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Defense, +30,000 STR, +30,000 CON, +30,000 MIN, 20% Ice Resistance, 20% Electrical Resistance
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Spells-
Create Food (Lesser)- (Spell, Other: Culinary Arts, Earth, 500 MP, 50,000 Gold) Caster may create a Food consumable that is in-stock in the Shop that is worth under 100,000 Gold, with said creation costing an amount of Gold equal to the Gold value of the Food consumable and an amount of XP equal to 1/10 said quantity
Drink Your Sorrows Away- (Spell, Other: Culinary Arts, Water & Light & Darkness, 30 MP, 65,000 Gold) Cures Confusion: Depression, Inflicts Poison: Drunk
Purifying Blade- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50
Unburdened Weight- (Spell, Ethereal Magic, Air, 900 MP, 78,000 Gold) Target two buffs and this buff may be carried together in one buff slot, stacks 3 times, does not stack with other Ethereal Magic spells that allow multiple buffs to be carried in single buff slots
Untouching Footsteps- (Spell, Ethereal Magic, Air & Earth, 680 MP, 80,000 Gold) Target may ignore the effects and presence of Zones, Terrain, and Phantom Terrain that come from sources below Level 20
Consumables-
Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
Osquiddling Fruit Handybasket- (Consumable, Enchanted Item, Earth, Unlimited Charges, 2,225,335 Gold) Creates 1 Temporary Osquiddling Fruit, Max 200 created at once
Osquiddling Fruit- (Consumable, Food, Earth, 1 Charge, 225,335 Gold) Target gains the element Earth if willing or below Level 20, Deals 2,250 Flat Earth element HP Healing
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned
Pets-
*Glorbuk- (Pet, Humanoid, Earth, Lv.5, 1,000,000 Gold)
HP- 8,500
MP- 7,500
STR- 395
AGI- 395
CON- 280
MIN- 280
SPI- 280
Fame- 1
XP- 0
XP Needed- 10,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 510
Defense against Stat Damage- 5
Critical Chance- 8%
Resilience- 5%
To Hit- 106%
Dodge- 6%
Resistances and Immunities- None
Prime Attribute- Strength or Agility
Constant Effects-
Warlord's Apprentice- Possessor obtains 25 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Warlord' that does not include 'Apprentice', Constant Effect
Slayer's Apprentice- Possessor obtains 25 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Slayer' that does not include 'Apprentice', Constant Effect
Chef's Apprentice- Possessor obtains 25 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Chef' that does not include 'Apprentice', Constant Effect
Practiced Dodging Elves- Possessor gains +45% Dodge against individuals whose name includes 'Elf' or 'Elven' or who possess the ability 'Elf Essence', Constant Effect
Dagger Parrying- Possessor gains 15% Knife Resistance, Constant Effect
Trained His Eyes To Bypass Illusions- Possessor ignores Dodge buffs granted by Illusion Magic spells or Illusion element actions that come from sources below Level 20, Constant Effect
HATES Beatrice- Possessor gains +1,000 to all stats if any of possessor's opponents' names include 'Beatrice', Constant Effect
Has Stances- Possessor may enter any one stance (or exit all stances) at the start of each round, Possessor may be in one stance at a time, Constant Effect
Plethora of Specially-Developed Anti-Beatrice Stances- Possessor's opponents named 'Beatrice' obtain no bonuses from their stances, Constant Effect
Goblin Chieftan Stance- Possessor's Humanoid allies gain +200 to all stats, Constant Effect
Abilities-
Buff-Rending Whip Dagger of Beatrice-Slaying- 1,450 Damage, this action removes 1 buff from a source below Level 20 and deals 6,000 Flat Magic element Damage if it successfully does so, this action gains +100% To Hit and +100% Critical against individuals whose name includes 'Beatrice', Magic or Magic & Physical, 0 MP
Cook- 3,000 Damage, Heals, Earth & Fire, 0 MP
Reluctantly Clean Up- 50% removes 1 debuff from a source below Level 20, Air, 0 MP
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Transformations-
None
Artifacts-
None
Awards-
Has Saved Imbelsberg from the Bluewar Ministry
Lost the Quest 'Quest for the Golden Banana'
Hijacked a Spaceship While Nude
Barred (At a Minimum Temporarily) From Disc 40
Has Completed the Task "The Making of a Chef Part 1: It's Chef Time!"
Has Read the Book 'BEST RAMEN RECIPES OF THE DECADE'
Baked Fleff with Aunt Nardell in The Dreaming Moon Festival on Seirei
Known as an Excellent Street Food Vendor by the Wealthy and Common Folk Alike in Clavia on Seirei
Is Renowned Across Impara For His Ramen on Seirei
Convinced Parvia Misceor to Try Joining the Battle Arena (Or, Failing That, Joining Up as his Servant) During the Dreaming Moon Festival on Seirei
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Countess of Power
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 2 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has Consumed 5 Greater Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Dragon Lord
Has Consumed 5 Greater Essence Sphere: Dragon Lord
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has used 10 Manual of A Thousand Arts
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Reached Round 21 in an Endurance Match
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Modified Stats wrote:Ryuutarou Ishinori, the Spirit of Ramen
Level 39
Dragon, Hope
HP: 901,250
MP: 413,750
STR: 11,000
AGI: 3,900
CON: 5,850
MIN: 1,950
SPI: 4,600
Offense:
+82,000 Melee Attack
+5,550 Air Damage
+5,550 Earth Damage
+5,550 Electrical Damage
+5,550 Energy Damage
+5,550 Fire Damage
+5,550 Hope Damage
+5,550 Physical Damage
+5,550 Technology Damage
+5,550 Water Damage
125% To Hit
+0% To Hit
40% Crit
+0% Crit
<<>>
+23,000 Melee Attack
+45,000 Melee Attack
+15,000 Melee Attack
+1,000 Melee Attack
+30,000 Melee Attack
<<>>
Defense:
+46,800 Defense
+120 Defense against Stat Damage
+200 Defense against AGI Damage
+200 Defense against CON Damage
+200 Defense against MIN Damage
+200 Defense against SPI Damage
+200 Defense against STR Damage
+5,550 Defense Against Air
+5,550 Defense Against Earth
+5,550 Defense Against Electrical
+5,550 Defense Against Energy
+5,550 Defense Against Fire
+5,550 Defense Against Physical
+5,550 Defense Against Technology
40% Resilience
+0% Resilience
25% Dodge
+0% Dodge
100% Drowning Resistance
100% Frozen Resistance
60% Voidstruck Resistance
20% Ice Resistance
20% Electrical Resistance
10% Blood Resistance
If possessor is Level 20 or greater, possessor gains Immunity to Frozen, Suffocation, Voidstruck, Poison: Irradiated, and Burning against effects that come from sources below Level 40 that are attached to Zones, Terrains or Phantom Terrains
Possessor is immune to Fatigued: Sleep
Possessor's Defense may not be pierced by sources below Level 20
Individuals below Level 20 may not inflict negative status effects on possessor
If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity
If possessor is a Dragon, possessor is Immune to individuals below Level 20
Individuals below Level 40 cannot inflict status effects on possessor
<<>>
+30,000 Defense
-----
+45,000 Defense
+24,000 Defense
+30,000 Defense
<<>>
Utility:
Culinary Arts spells cost wielder 30,000 less MP to cast
Wielder may choose to count as up to 10 individuals in its row for row-order purposes
Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Bringing Along wrote:100,000,000 Gold
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ingredients:
100 Lara-Quantu- (Consumable, Food, Water, 1 Charge, 450 Gold) Restores 90 HP
100 Navi-Kalmo- (Consumable, Food, Water, 1 Charge, 900 Gold) Restores 750 HP and 120 MP
100 Two-Crowned Bass- (Consumable, Food, Water, 3 Charges, 4,000 Gold) +50 Defense, lasts 18 rounds, stacks 50 times
100 Yahi-Kalama- (Consumable, Food, Water, 1 Charge, 900 Gold) Restores 150 HP and 40 MP
100 Yama-Qwarti- (Consumable, Food, Water, 1 Charge, 1,605 Gold) +5 Agility, stacks 50 times
10 Crate of Spices- (Item, Material, Earth, 7,000 Gold)
80 'Little Kotengu'-Breed Chicken Eggs- (Consumable, Food, Water & Air, 6 Charges, 20,000 Gold) +10,000 HP, +200 AGI, +200 to Turn-Order-Determining Stat
80 'Pepper Phoenix'-Breed Chicken Eggs- (Consumable, Food, Fire, 6 Charges, 40,000 Gold) +4,000 to all quantities of Fire damage dealt, +400 SPI
5 Apple Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Earth Element attacks
5 Apricot Fleff- (Consumable, Food, Earth & Fire, 1 Charge, 500 Gold) Heals 100 MP, +50 Damage for Fire Element attacks
Arden Cherry Fleff- (Consumable, Food, Fire & Light, 1 Charge, 100,000 Gold) Target's offensive actions deal an additional 50,000 Fire & Light Damage, Target gains +50,000 Defense against Fire and Light, lasts 4 rounds
Aunt Nardell's Secret Spiced Fleff (Consumable, Food, Earth & Air & Fire, 1 Charge, 100,000 Gold) User or willing target has their HP and MP pools combined, with any effect that would affect either stat affecting the combined pool, lasts 2 rounds
5 Blueberry Fleff- (Consumable, Food, Earth & Water, 1 Charge, 500 Gold) Heals 100 MP, +40 Damage for Earth or Water Element attacks
2 Boxed Mini-Fleff Selection- (Consumable, Food, Earth & Air & Fire & Water, 10 Charges, 50,000 Gold) Heals 5,000 HP and MP and provides a chosen effect from: +5% To Hit, +5% Critical, +5% Dodge, +5% Resilience, 15% Resistance to a chosen Base Element, +5,000 damage to all attacks that include a chosen Base Element, +500 to any one stat, Heals 500 damage to any one chosen stat, +500 Melee Attack, +500 Magical Attack, +500 Ranged Attack. Stacks once per each separate effect this item can produce, with each effect stacking with different effects but not further copies of itself.
Cantan Cardamom Fleff- (Consumable, Food, Air, 1 Charge, 100,000 Gold) Target gains +10% To Hit, +10% Dodge, and +5,000 to turn-order stat for turn-order-determining purposes, lasts 4 rounds
5 Cherry Fleff- (Consumable, Food, Earth & Fire, 1 Charge, 500 Gold) Heals 100 MP, +40 Damage for Earth or Fire Element attacks
5 Chocolate Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) Heals 100 MP, +50 AGI, does not stack
Cinthan Aquaberry Fleff- (Consumable, Food, Water, 1 Charge, 100,000 Gold) Target is cured of one Minor status effect or (one Moderate Status Effect inflicted by a sub-60 source) or (one debuff inflicted by a sub-60 source) at the start of each round, lasts 4 rounds
Dreaming Moon Festival Bedtime Fleff- (Consumable, Food, Air & Water, 1 Charge, 50,000 Gold) -50% Fatigued Resistance, Targets below Level 30 with Fatigued Immunity instead gain 100% Fatigued Resistance
Ebony Garlic- (Comsumable, Food, Earth & Wood & Darkness, 6 Charges, 4,300,000 Gold) +4,300 CON, +43,000 Defense, +43% Resilience, lasts 6 rounds, does not stack
Festival Rum Cocktail Fleff- (Consumable, Food, Darkness & Earth & Water, 1 Charge, 50,000 Gold) +50,000 HP, +500 CON, 5% Inflicts Poison: Drunk
5 Filling Mixed Fruit Fleff- (Consumable, Food, Earth & Water, 1 Charge, 5,000 Gold) Target regenerates 5,000 HP at the start of each round, lasts 5 rounds
Four-Moon-Medley Fleff- (Consumable, Food, Earth & Air & Fire & Water, 1 Charge, 100,000 Gold) User or willing target may gain the elements Earth & Air & Fire & Water and choose to count as being in a Zone of Earth & Air & Fire & Water, lasts 4 rounds
3 Gemroot Radish- (Comsumable, Food, Earth & Crystal (2), 1 Charge, 2,000,000 Gold) +2,000 CON, +20,000 Defense, target gains the element Crystal (2), target's attacks that are solely Earth element may gain the element Crystal (2), lasts 10 rounds, does not stack
5 Grape Fleff- (Consumable, Food, Earth & Acid & Water, 1 Charge, 500 Gold) Heals 100 MP, +50 Damage for Water Element attacks
5 Lemon Fleff- (Consumable, Food, Earth & Acid, 1 Charge, 500 Gold) Heals 100 MP, +50 SPI, does not stack
Lemon Honeysilk Egg- (Consumable, Food, Earth & Acid, 1 Charge, 5,000 Gold) Heals 4,000 HP, Heals 5,000 MP, at the beginning of the round after this Consumable has been used, user gains +500 SPI
Miracle Fruit Fleff- (Consumable, Food, Magic, 1 Charge, 80,000 Gold) Food and Drink items that naturally Heal or Buff HP instead Heal or Buff MP, Food and Drink items that naturally Heal or Buff MP instead Heal or Buff HP, instances of HP and MP Buffing or Healing are increased by 80,000
5 Mulberry Fleff- (Consumable, Food, Water & Earth, 1 Charge, 500 Gold) Heals 100 MP, +50 MIN, does not stack
5 Orange Fleff- (Consumable, Food, Earth & Acid, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Acid Element attacks
5 Peach Fleff- (Consumable, Food, Earth & Water & Light, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Light Element attacks
5 Pecan Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) +50 STR, +50 AGI, +50 SPI
5 Pistachio Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) +500 HP, +50 CON
5 Plum Fleff- (Consumable, Food, Earth & Water & Darkness, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Darkness Element attacks
5 Refreshing Mixed Fruit Fleff- (Consumable, Food, Earth & Water, 1 Charge, 5,000 Gold) Target regenerates 5,000 MP at the start of each round, lasts 5 rounds
Special Spiced Honey-Orange Fleff- (Consumable, Food, Acid & Fire & Earth, 1 Charge, 50,000 Gold) Heals 50,000 HP and 50,000 MP, Target gains +1,000 CON and +10,000 damage for Acid Element Attacks
5 Strawberry Fleff- (Consumable, Food, Earth & Fire & Light, 1 Charge, 500 Gold) Heals 100 HP, +40 Damage for Light or Fire Element attacks
40 Tengu's Nose Farm Free-Range Eggs- (Consumable, Food, Fire, 6 Charges, 60,000 Gold) Provides 5% Earth Resistance, 5% Entombed Resistance and 5% Minor Status Effect Resistance for 5 rounds, +600 AGI
Thousandfold Onion- (Comsumable, Food, Earth & Light, 1,000 Charges, 7,000,000 Gold) +1,000 STR, +1,000 AGI, +1,000 SPI, +1,000 Melee Attack, +1,000 Magical Attack, +1,000 Ranged Attack, stacks 100 times, lasts 1,000 rounds
Vernal Mango Fleff- (Consumable, Food, Fire & Water & Wood, 1 Charge, 100,000 Gold) Target Regenerates 50,000 HP and 100,000 MP at the start of each round, Target may choose to be treated as possessing the element Wood and add the element Wood to their actions, lasts 4 rounds
Barley of Beneficent Salutary Splendour- (Item, Antiquity, Life & Earth, 10,000,000 Gold)
Raw Moonstone Rice (Vernat)- (Item, Antiquity, Earth & Wood, 5,000,000 Gold)
3 Raw Quartzshell Rice- (Item, Antiquity, Earth, 1,600,000 Gold)
Ryuutarou is in Formshift: Dragon Stance!
A long, sinuous form slithers up to the Gate to Seirei, preens quickly to make sure his flawless scales are shown to their best advantage, and steps forth into the unknown!
Cooking Dragon Ryuutarou!
Ryuutarou Ishinori, the Spirit of Ramen (The Nottest of Daves)
Level 39
Spirit, Hope
HP: 14,625
MP: 4,875
STR: 1,100 (20)
AGI: 390 (10)
CON: 585 (15)
MIN: 195 (5)
SPI: 460 (10)
XP- 35,008,135
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 17
Bonus Weeks: 47
Weeks: 0 (+1 Binder, +4 Chef, +1 Diplomat, +2 Monk, +1 Ravager, +1 Shadow Blade, +9 Veilwalker)
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Devout Worshipper of Marcus, Galactic God-King of Chefs
Worshipper Benefits:
Cosmically Delicious- Food and Drink consumables used by possessor heal (250 * Possessor Level) additional HP and MP, Worshipper Benefit
Voidwalking- If possessor is Level 20 or greater, possessor gains Immunity to Frozen, Suffocation, Voidstruck, Poison: Irradiated, and Burning against effects that come from sources below Level 40 that are attached to Zones, Terrains or Phantom Terrains, Worshipper Benefit
Blessing:
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Clearance:
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Assassin:
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.
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
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Auramancer:
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Binder:
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Incorporeal Spirit- (Passive Ability, Binder) If possessor is a Spirit, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Blazing Sultan:
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Chef:
Add An Egg!- (Technique Ability, Chef) Possessor may use 'Add An Egg!' in conjunction with a 'Use an Item' action that involves the use of a Food consumable. Said action may also involve the use of an additional Food consumable, provided said additional consumable's name includes 'Egg'.
Add Some Spice- (Technique Ability, Chef) Possessor may use Add Some Spice in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Food or Drink consumable. All HP and MP healing in said action is increased by 500 points and all buffs to any stat that are part of said action are increased by 30 points per stat as an effect that stacks 20 times per target across all applications on said target per stat out of STR, AGI, MIN, CON, and SPI.
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Baker's Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Chef's Conflict-Calming Culinary Confrontation- (Technique Ability, Chef) Possessor may use 'Chef's Conflict-Calming Culinary Confrontation' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used and a Food consumable is used as part of said action, this action may be used as a pre-emptive counter to an offensive action that may only target the source of said offensive action (with all other hits from said Consumable being lost), if the Consumable is successfully used, there is a (Possessor's Level - Target's Level)% chance that the offensive action is cancelled and the action lost
Festival Food-Stall Frenzy- (Technique Ability, Chef) Possessor may use 'Festival Food-Stall Frenzy' in conjunction with a 'Serve Food' or 'Use an Item' action. If possessor uses a charge of a Food Consumable that targets 5 or more individuals in said action, possessor may choose to immediately use a second charge of the same Food Consumable (being able to choose different targets if so desired) or gain another action (to a maximum of one such extra action per round) that may involve the use of a charge of a Food Consumable that targets 5 or more individuals
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Knowledge of Ramen Recipes- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 5,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 100 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Knowledge of the Best Ramen Recipes of the Decade- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 500,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 200 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Knowledge of Unusually Good Ramen Recipes- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 50,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 200 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Nutritionist- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 500 points, Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, it automatically does so if said effect was inflicted by a source below Level 40
Prep Ramen Quickly- (Passive Ability, Chef) If possessor uses a Food consumable whose name includes 'Ramen', possessor gains a non-stacking buff that provides its possessor with +50 to its turn-order-determining stat sum for turn-order-determining purposes on the round after which it was acquired
Prepare Nightblossom-and-Moonfortune Salad- (Technique Ability, Chef) Possessor may use 'Prepare Nightblossom-and-Moonfortune Salad' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used and a Food consumable is used as part of said action, said Consumable, if its unmodified elements include Earth but not Darkness, gains the element Darkness and the text "+15% Darkness Resistance", said Consumable, if its unmodified elements include Darkness but not Earth, gains the element Earth and the text "+15% Earth Resistance", said Consumable, if its unmodified elements include Earth and Darkness, gains the element Fortune and the text "+15% Fortune Resistance, +7% To Hit, +7% Critical, +7% Dodge, +7% Resilience"
Stunning Food Presentation- (Passive Ability, Chef) Possessor's food consumables may gain '50% inflicts Fatigued: Stunned'
Sushi Maestro- (Passive Ability, Chef) Food Consumables used by Possessor that are Water element or contain the words "Fish", "Seafood" or "Sushi" that provide HP or MP healing or buff stats have said values doubled, to a maximum of (200,000 points for healing or 2,000 points for buffs), possessor may ignore the Resilience of Aquatics below Level 20
Taint-Cleansing Culinary Art- (Technique Ability, Chef) Possessor may use 'Taint-Cleansing Culinary Art' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used and a Food consumable is used as part of said action, said action may not inflict negative status effects or debuffs on its target and may cure any one negative status effect or debuff previously inflicted by a Food consumable on said target
Technique for Eating the Spice- (Passive Ability, Chef) Wielder cannot inflict Pain on itself through the effects of Food consumables
Commander:
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
Countess of Power:
Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Dragon Lord:
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800) (Acquired 2017-08-22)
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800) (Acquired 2017-08-22)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800) (Acquired 2017-08-22)
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400) (Acquired 2017-08-22)
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Formshift: Dragon- (Stance Ability, Dragon Lord) Possessor's subtype becomes Dragon
Impenetrable Dragon Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Elementalist:
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
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
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
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 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 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
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Eternal Champion:
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Offensive Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 50 points
Offensive Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 500 points
Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +20 to all stats
Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Heir to the Future:
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Kinetic Emperor:
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
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 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 Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King:
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Ocean Prince:
Apprentice Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +500 Defense against Water
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Scientist:
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scholar:
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirit
Shadowblade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Shrine Maiden:
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Spiritual Assault-Repelling Mantra- (Technique Ability, Shrine Maiden) Possessor may spend an action to provide possessor's side of battle with a non-stacking +10,000 Defense against Spirits as an effect that lasts until possessor's first action of the next round
Slayer:
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Thunder Czar:
Apprentice Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Improved Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +5,000 Defense against Electrical
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
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
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Tough in a Crisis- (Passive Ability, Warrior) Posessor gains +200 CON while in a Crisis Zone, HP gained from this CON increase does not count toward possessor's Max HP when calculating HP values to determine if possessor counts as being in a Crisis Zone
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +5,000 Defense against Air
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Misc:
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Weapons-
Culinary Keenknives- (Weaponx2, Knife, Physical, 3,000,000 Gold) +3,000 Melee Attack, 40% Critical, Culinary Arts spells cost wielder 30,000 less MP to cast
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Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
Drauger's Armor- (Armor, Heavy Armor, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Defense, +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP, Wielder may choose to count as up to 10 individuals in its row for row-order purposes, 100% Drowning Resistance, 100% Frozen Resistance, 60% Voidstruck Resistance
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Accessories-
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Lord of the Dead's Fur Cloak- (Accessory, Cloak, Darkness & Earth, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Defense, +30,000 STR, +30,000 CON, +30,000 MIN, 20% Ice Resistance, 20% Electrical Resistance
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Spells-
Create Food (Lesser)- (Spell, Other: Culinary Arts, Earth, 500 MP, 50,000 Gold) Caster may create a Food consumable that is in-stock in the Shop that is worth under 100,000 Gold, with said creation costing an amount of Gold equal to the Gold value of the Food consumable and an amount of XP equal to 1/10 said quantity
Drink Your Sorrows Away- (Spell, Other: Culinary Arts, Water & Light & Darkness, 30 MP, 65,000 Gold) Cures Confusion: Depression, Inflicts Poison: Drunk
Purifying Blade- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50
Unburdened Weight- (Spell, Ethereal Magic, Air, 900 MP, 78,000 Gold) Target two buffs and this buff may be carried together in one buff slot, stacks 3 times, does not stack with other Ethereal Magic spells that allow multiple buffs to be carried in single buff slots
Untouching Footsteps- (Spell, Ethereal Magic, Air & Earth, 680 MP, 80,000 Gold) Target may ignore the effects and presence of Zones, Terrain, and Phantom Terrain that come from sources below Level 20
Consumables-
Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
Osquiddling Fruit Handybasket- (Consumable, Enchanted Item, Earth, Unlimited Charges, 2,225,335 Gold) Creates 1 Temporary Osquiddling Fruit, Max 200 created at once
Osquiddling Fruit- (Consumable, Food, Earth, 1 Charge, 225,335 Gold) Target gains the element Earth if willing or below Level 20, Deals 2,250 Flat Earth element HP Healing
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned
Pets-
*Glorbuk- (Pet, Humanoid, Earth, Lv.5, 1,000,000 Gold)
HP- 8,500
MP- 7,500
STR- 395
AGI- 395
CON- 280
MIN- 280
SPI- 280
Fame- 1
XP- 0
XP Needed- 10,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 510
Defense against Stat Damage- 5
Critical Chance- 8%
Resilience- 5%
To Hit- 106%
Dodge- 6%
Resistances and Immunities- None
Prime Attribute- Strength or Agility
Constant Effects-
Warlord's Apprentice- Possessor obtains 25 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Warlord' that does not include 'Apprentice', Constant Effect
Slayer's Apprentice- Possessor obtains 25 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Slayer' that does not include 'Apprentice', Constant Effect
Chef's Apprentice- Possessor obtains 25 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Chef' that does not include 'Apprentice', Constant Effect
Practiced Dodging Elves- Possessor gains +45% Dodge against individuals whose name includes 'Elf' or 'Elven' or who possess the ability 'Elf Essence', Constant Effect
Dagger Parrying- Possessor gains 15% Knife Resistance, Constant Effect
Trained His Eyes To Bypass Illusions- Possessor ignores Dodge buffs granted by Illusion Magic spells or Illusion element actions that come from sources below Level 20, Constant Effect
HATES Beatrice- Possessor gains +1,000 to all stats if any of possessor's opponents' names include 'Beatrice', Constant Effect
Has Stances- Possessor may enter any one stance (or exit all stances) at the start of each round, Possessor may be in one stance at a time, Constant Effect
Plethora of Specially-Developed Anti-Beatrice Stances- Possessor's opponents named 'Beatrice' obtain no bonuses from their stances, Constant Effect
Goblin Chieftan Stance- Possessor's Humanoid allies gain +200 to all stats, Constant Effect
Abilities-
Buff-Rending Whip Dagger of Beatrice-Slaying- 1,450 Damage, this action removes 1 buff from a source below Level 20 and deals 6,000 Flat Magic element Damage if it successfully does so, this action gains +100% To Hit and +100% Critical against individuals whose name includes 'Beatrice', Magic or Magic & Physical, 0 MP
Cook- 3,000 Damage, Heals, Earth & Fire, 0 MP
Reluctantly Clean Up- 50% removes 1 debuff from a source below Level 20, Air, 0 MP
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Transformations-
None
Artifacts-
None
Awards-
Has Saved Imbelsberg from the Bluewar Ministry
Lost the Quest 'Quest for the Golden Banana'
Hijacked a Spaceship While Nude
Barred (At a Minimum Temporarily) From Disc 40
Has Completed the Task "The Making of a Chef Part 1: It's Chef Time!"
Has Read the Book 'BEST RAMEN RECIPES OF THE DECADE'
Baked Fleff with Aunt Nardell in The Dreaming Moon Festival on Seirei
Known as an Excellent Street Food Vendor by the Wealthy and Common Folk Alike in Clavia on Seirei
Is Renowned Across Impara For His Ramen on Seirei
Convinced Parvia Misceor to Try Joining the Battle Arena (Or, Failing That, Joining Up as his Servant) During the Dreaming Moon Festival on Seirei
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Countess of Power
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 2 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has Consumed 5 Greater Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Dragon Lord
Has Consumed 5 Greater Essence Sphere: Dragon Lord
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has used 10 Manual of A Thousand Arts
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Reached Round 21 in an Endurance Match
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Modified Stats wrote:Ryuutarou Ishinori, the Spirit of Ramen
Level 39
Dragon, Hope
HP: 901,250
MP: 413,750
STR: 11,000
AGI: 3,900
CON: 5,850
MIN: 1,950
SPI: 4,600
Offense:
+82,000 Melee Attack
+5,550 Air Damage
+5,550 Earth Damage
+5,550 Electrical Damage
+5,550 Energy Damage
+5,550 Fire Damage
+5,550 Hope Damage
+5,550 Physical Damage
+5,550 Technology Damage
+5,550 Water Damage
125% To Hit
+0% To Hit
40% Crit
+0% Crit
<<>>
+23,000 Melee Attack
+45,000 Melee Attack
+15,000 Melee Attack
+1,000 Melee Attack
+30,000 Melee Attack
<<>>
Defense:
+46,800 Defense
+120 Defense against Stat Damage
+200 Defense against AGI Damage
+200 Defense against CON Damage
+200 Defense against MIN Damage
+200 Defense against SPI Damage
+200 Defense against STR Damage
+5,550 Defense Against Air
+5,550 Defense Against Earth
+5,550 Defense Against Electrical
+5,550 Defense Against Energy
+5,550 Defense Against Fire
+5,550 Defense Against Physical
+5,550 Defense Against Technology
40% Resilience
+0% Resilience
25% Dodge
+0% Dodge
100% Drowning Resistance
100% Frozen Resistance
60% Voidstruck Resistance
20% Ice Resistance
20% Electrical Resistance
10% Blood Resistance
If possessor is Level 20 or greater, possessor gains Immunity to Frozen, Suffocation, Voidstruck, Poison: Irradiated, and Burning against effects that come from sources below Level 40 that are attached to Zones, Terrains or Phantom Terrains
Possessor is immune to Fatigued: Sleep
Possessor's Defense may not be pierced by sources below Level 20
Individuals below Level 20 may not inflict negative status effects on possessor
If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity
If possessor is a Dragon, possessor is Immune to individuals below Level 20
Individuals below Level 40 cannot inflict status effects on possessor
<<>>
+30,000 Defense
-----
+45,000 Defense
+24,000 Defense
+30,000 Defense
<<>>
Utility:
Culinary Arts spells cost wielder 30,000 less MP to cast
Wielder may choose to count as up to 10 individuals in its row for row-order purposes
Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Bringing Along wrote:100,000,000 Gold
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ingredients:
100 Lara-Quantu- (Consumable, Food, Water, 1 Charge, 450 Gold) Restores 90 HP
100 Navi-Kalmo- (Consumable, Food, Water, 1 Charge, 900 Gold) Restores 750 HP and 120 MP
100 Two-Crowned Bass- (Consumable, Food, Water, 3 Charges, 4,000 Gold) +50 Defense, lasts 18 rounds, stacks 50 times
100 Yahi-Kalama- (Consumable, Food, Water, 1 Charge, 900 Gold) Restores 150 HP and 40 MP
100 Yama-Qwarti- (Consumable, Food, Water, 1 Charge, 1,605 Gold) +5 Agility, stacks 50 times
10 Crate of Spices- (Item, Material, Earth, 7,000 Gold)
80 'Little Kotengu'-Breed Chicken Eggs- (Consumable, Food, Water & Air, 6 Charges, 20,000 Gold) +10,000 HP, +200 AGI, +200 to Turn-Order-Determining Stat
80 'Pepper Phoenix'-Breed Chicken Eggs- (Consumable, Food, Fire, 6 Charges, 40,000 Gold) +4,000 to all quantities of Fire damage dealt, +400 SPI
5 Apple Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Earth Element attacks
5 Apricot Fleff- (Consumable, Food, Earth & Fire, 1 Charge, 500 Gold) Heals 100 MP, +50 Damage for Fire Element attacks
Arden Cherry Fleff- (Consumable, Food, Fire & Light, 1 Charge, 100,000 Gold) Target's offensive actions deal an additional 50,000 Fire & Light Damage, Target gains +50,000 Defense against Fire and Light, lasts 4 rounds
Aunt Nardell's Secret Spiced Fleff (Consumable, Food, Earth & Air & Fire, 1 Charge, 100,000 Gold) User or willing target has their HP and MP pools combined, with any effect that would affect either stat affecting the combined pool, lasts 2 rounds
5 Blueberry Fleff- (Consumable, Food, Earth & Water, 1 Charge, 500 Gold) Heals 100 MP, +40 Damage for Earth or Water Element attacks
2 Boxed Mini-Fleff Selection- (Consumable, Food, Earth & Air & Fire & Water, 10 Charges, 50,000 Gold) Heals 5,000 HP and MP and provides a chosen effect from: +5% To Hit, +5% Critical, +5% Dodge, +5% Resilience, 15% Resistance to a chosen Base Element, +5,000 damage to all attacks that include a chosen Base Element, +500 to any one stat, Heals 500 damage to any one chosen stat, +500 Melee Attack, +500 Magical Attack, +500 Ranged Attack. Stacks once per each separate effect this item can produce, with each effect stacking with different effects but not further copies of itself.
Cantan Cardamom Fleff- (Consumable, Food, Air, 1 Charge, 100,000 Gold) Target gains +10% To Hit, +10% Dodge, and +5,000 to turn-order stat for turn-order-determining purposes, lasts 4 rounds
5 Cherry Fleff- (Consumable, Food, Earth & Fire, 1 Charge, 500 Gold) Heals 100 MP, +40 Damage for Earth or Fire Element attacks
5 Chocolate Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) Heals 100 MP, +50 AGI, does not stack
Cinthan Aquaberry Fleff- (Consumable, Food, Water, 1 Charge, 100,000 Gold) Target is cured of one Minor status effect or (one Moderate Status Effect inflicted by a sub-60 source) or (one debuff inflicted by a sub-60 source) at the start of each round, lasts 4 rounds
Dreaming Moon Festival Bedtime Fleff- (Consumable, Food, Air & Water, 1 Charge, 50,000 Gold) -50% Fatigued Resistance, Targets below Level 30 with Fatigued Immunity instead gain 100% Fatigued Resistance
Ebony Garlic- (Comsumable, Food, Earth & Wood & Darkness, 6 Charges, 4,300,000 Gold) +4,300 CON, +43,000 Defense, +43% Resilience, lasts 6 rounds, does not stack
Festival Rum Cocktail Fleff- (Consumable, Food, Darkness & Earth & Water, 1 Charge, 50,000 Gold) +50,000 HP, +500 CON, 5% Inflicts Poison: Drunk
5 Filling Mixed Fruit Fleff- (Consumable, Food, Earth & Water, 1 Charge, 5,000 Gold) Target regenerates 5,000 HP at the start of each round, lasts 5 rounds
Four-Moon-Medley Fleff- (Consumable, Food, Earth & Air & Fire & Water, 1 Charge, 100,000 Gold) User or willing target may gain the elements Earth & Air & Fire & Water and choose to count as being in a Zone of Earth & Air & Fire & Water, lasts 4 rounds
3 Gemroot Radish- (Comsumable, Food, Earth & Crystal (2), 1 Charge, 2,000,000 Gold) +2,000 CON, +20,000 Defense, target gains the element Crystal (2), target's attacks that are solely Earth element may gain the element Crystal (2), lasts 10 rounds, does not stack
5 Grape Fleff- (Consumable, Food, Earth & Acid & Water, 1 Charge, 500 Gold) Heals 100 MP, +50 Damage for Water Element attacks
5 Lemon Fleff- (Consumable, Food, Earth & Acid, 1 Charge, 500 Gold) Heals 100 MP, +50 SPI, does not stack
Lemon Honeysilk Egg- (Consumable, Food, Earth & Acid, 1 Charge, 5,000 Gold) Heals 4,000 HP, Heals 5,000 MP, at the beginning of the round after this Consumable has been used, user gains +500 SPI
Miracle Fruit Fleff- (Consumable, Food, Magic, 1 Charge, 80,000 Gold) Food and Drink items that naturally Heal or Buff HP instead Heal or Buff MP, Food and Drink items that naturally Heal or Buff MP instead Heal or Buff HP, instances of HP and MP Buffing or Healing are increased by 80,000
5 Mulberry Fleff- (Consumable, Food, Water & Earth, 1 Charge, 500 Gold) Heals 100 MP, +50 MIN, does not stack
5 Orange Fleff- (Consumable, Food, Earth & Acid, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Acid Element attacks
5 Peach Fleff- (Consumable, Food, Earth & Water & Light, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Light Element attacks
5 Pecan Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) +50 STR, +50 AGI, +50 SPI
5 Pistachio Fleff- (Consumable, Food, Earth, 1 Charge, 500 Gold) +500 HP, +50 CON
5 Plum Fleff- (Consumable, Food, Earth & Water & Darkness, 1 Charge, 500 Gold) Heals 100 HP, +50 Damage for Darkness Element attacks
5 Refreshing Mixed Fruit Fleff- (Consumable, Food, Earth & Water, 1 Charge, 5,000 Gold) Target regenerates 5,000 MP at the start of each round, lasts 5 rounds
Special Spiced Honey-Orange Fleff- (Consumable, Food, Acid & Fire & Earth, 1 Charge, 50,000 Gold) Heals 50,000 HP and 50,000 MP, Target gains +1,000 CON and +10,000 damage for Acid Element Attacks
5 Strawberry Fleff- (Consumable, Food, Earth & Fire & Light, 1 Charge, 500 Gold) Heals 100 HP, +40 Damage for Light or Fire Element attacks
40 Tengu's Nose Farm Free-Range Eggs- (Consumable, Food, Fire, 6 Charges, 60,000 Gold) Provides 5% Earth Resistance, 5% Entombed Resistance and 5% Minor Status Effect Resistance for 5 rounds, +600 AGI
Thousandfold Onion- (Comsumable, Food, Earth & Light, 1,000 Charges, 7,000,000 Gold) +1,000 STR, +1,000 AGI, +1,000 SPI, +1,000 Melee Attack, +1,000 Magical Attack, +1,000 Ranged Attack, stacks 100 times, lasts 1,000 rounds
Vernal Mango Fleff- (Consumable, Food, Fire & Water & Wood, 1 Charge, 100,000 Gold) Target Regenerates 50,000 HP and 100,000 MP at the start of each round, Target may choose to be treated as possessing the element Wood and add the element Wood to their actions, lasts 4 rounds
Barley of Beneficent Salutary Splendour- (Item, Antiquity, Life & Earth, 10,000,000 Gold)
Raw Moonstone Rice (Vernat)- (Item, Antiquity, Earth & Wood, 5,000,000 Gold)
3 Raw Quartzshell Rice- (Item, Antiquity, Earth, 1,600,000 Gold)
Ryuutarou is in Formshift: Dragon Stance!
A long, sinuous form slithers up to the Gate to Seirei, preens quickly to make sure his flawless scales are shown to their best advantage, and steps forth into the unknown!