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Willoughby the Atomikitty

Posted: Fri Jun 19, 2020 3:37 am
by Ordo Hereticus
Willoughby the Atomikitty (The Nottest of Daves)
Level 19 BA Member
Exalted Wishkin & Familiar, Atomic
HP: 4,750
MP: 2,375
STR: 135 (5) +40
AGI: 285 (15)
CON: 240 (10) +50
MIN: 185 (5) +90
SPI: 285 (15)
SAN: 285 (15)
INF: 475 (25)
RES: 380 (20)
XP- 0
XP Required- 70,000, Holy Imperial Seal of Worth
Fame- 1
Gold- 199,560,200
Bonus Weeks: 0
Weeks: 20 Mahou Shoujo Weeks, 20 Wishmaker Weeks

Active training:


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive


Devout Worshipper of Willoughby the Atomikitty
Worshipper Benefits:
<NONE>

Blessings:
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped

Clearances:
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

Curses:
<NONE>

Friendship:
Compelled to Shout EXCELSIOR When Near Certain Allies- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Compelled to Shout EXCELSIOR When Near Certain Allies', each, once, announces the message 'EXCELSIOR', all three become solely the elements Atomic & Technology, each may convert any instance of Damage they deal into solely Atomic & Technology element Damage, and count as being in a guild named 'EXCELSIOR'



Abjurer:
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Abjuration Casting I- (Passive Ability, Abjurer) Abjuration spells cost possessor 20 less MP to cast
Abjuration Casting II- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Focused Abjuration Casting- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Abjuration


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

Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped

Beastmaster:
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Channeler:
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.

Combatant:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Bolt Punch- (Technique Ability, Combatant) Possessor may use 'Bolt Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Bright Punch- (Technique Ability, Combatant) Possessor may use 'Bright Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Code Punch- (Technique Ability, Combatant) Possessor may use 'Code Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Fist equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Dud Punch- (Technique Ability, Combatant) Possessor may use 'Dud Punch' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Punch- (Technique Ability, Combatant) Possessor may use 'Enchanted Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Punch Mastery- (Passive Ability, Combatant) Technique Abilities from the Combatant class whose name includes 'Punch' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP

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:
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element

Crafter:
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use

Elementalist:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

Enchanter:
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round

Engineer:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped

Eternal Champion:
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element

Gearwright:
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Geomancer:
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster

Heavenly Protector:
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Heir to the Future:
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
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is 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 Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Mechanist:
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Monk:
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.

Priest:
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Preacher (2)- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

Radiant Hierophant:
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element

Roboticist:
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Bolt Passage- (Technique Ability, Scholar) Possessor may use 'Bolt Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Passage- (Technique Ability, Scholar) Possessor may use 'Enchanted Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enchanting Passage- (Technique Ability, Scholar) Possessor may use 'Enchanting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Pulse Passage- (Technique Ability, Scholar) Possessor may use 'Pulse Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
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
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
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 Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Has Researched Mechanical Entities- (Passive Ability, Scientist) Possessor gains +100 MIN for each Robot or Machine pet or summon possessor has equipped, to a max of +1,000 MIN, Possessor's Robot and Machine pets and summons gain +100 to all stats, Possessor's Clockwork pets and summons gain +50 to all stats
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
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

Smith:
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.

Sorceress:
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped

Technomancer:
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack

Thunder Czar:
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element

Warrior:
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

Weirdworker:
Magic Being Traits- (Passive Ability, Weirdworker) If Possessor is a Magic Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Fatigue and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.

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

Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Focused Defensive Magic Shieldcrafting- (Passive Ability, Wizard) Possessor obtains +2,000 Defense if possessor possesses at least 5 different Wizard Magic buffs
Requires: Defensive Spellcasting, Focused Wizard Magic Casting, Improved Defensive Wizard Magic Casting, Wizard, Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread


Other: Elemental Researcher:
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.

Other: Mahou Shoujou
Apprentice Mahou Shoujou Knowledge- (Passive Ability, Other: Mahou Shoujou) Possessor's Familiar pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats; Possessor gains +500 Magical Attack if possessor has a Wand equipped
Basic Mahou Shoujou Knowledge- (Passive Ability, Other: Mahou Shoujou) Possessor's Familiar pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Mahou Shoujou- (Passive Ability, Other: Mahou Shoujou) Possessor's Familiar pets and summons gain +5,000 HP, +5,000 MP, +500 to damage dealt, and +500 to all stats; Possessor gains +5,000 Magical Attack, +5,000 SPI, and +50,000 MP

Other: Thermonuclear Disciple
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element

Other: Wishmaker
Apprentice Wishmaker Knowledge- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Wishmaker Knowledge- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Wishmaker- (Passive Ability, Other: Wishmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Wishkin pet only, This ability provides +50 HP and +10 to all stats of possessor's Wishkin pets and summons per Level of possessor

Other: Wishmaster
Basic Wishmaster Knowledge- (Passive Ability, Other: Wishmaster) Possessor's Exalted-Wishkin pets and summons gain +1,000 HP, +1,000 MP, +100 to Damage dealt, and +100 to all stats
Exalted Domain: Things that are Cute but Dangerous- (Passive Ability, Other: Wishmaster) Possessor's Charm infliction chances are increased by 50%, Possessor's first hit of possessor's first attack of each battle deals 50,000 additional Damage, Possessor has RP powers connected to this divine domain
Wishborn Demigod- (Passive Ability, Other: Wishmaster) Possessor is a deity and possesses a deity profile.



Inventory-

Weapons-
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
Alzarian Heartfire- (Weapon, Force, Fire & Psychic, 5,000,000 Gold) +5,000 Melee Attack, +5,000 Ranged Attack, +5,000 Magical Attack, 60% inflicts Charm or Charm: Lovestruck, Instances of Charm inflicted by wielder must be removed twice by sources below Level 60 to actually be removed
Apple of Discord- (Weapon, Deadly Item, Chaos & Magic & Glory & Wood, 60,000,000 Gold) +60,000 Magical Attack, 100% inflicts Charm, 100% inflicts Confusion, 15% inflicts Dominion, 15% inflicts Insanity, Wielder must be Level 40 or greater or a Deity
Celestial's Voice- (Weapon, Instrument, Light & Air, 5,000,000 Gold) +5,000 Magical Attack, +5,000 SPI, Wielder is Immune to SPI Damage from sources below Level 60, Celestial Magic, Divine Magic, and Bardic Music spells cost wielder 50,000 less MP to cast
Prison of Endless Teeth- (Weapon, Deadly Item: Box, Physical & Beast & Spatial & Terror, 145,000,000 Gold) +145,000 Melee Attack, +145,000 Ranged Attack, +145,000 Magical Attack, 175% inflicts Confusion: Fear, 50% inflicts Entombed: Oublietted, 5% inflicts Vanished, 5% inflicts Instant Death, At the start of each round, one of wielder's attacks from the previous round that targeted an individual who is currently afflicted with Confusion: Fear or Entombed: Oublietted may be repeated against that individual so long as none of wielder's other attacks already repeated on same round, Wielder must be Level 40 or greater

Armor-
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Aura of Flaming Butterflies- (Armor, Aura, Fire, 1,000,000 Gold) +1,000 Defense, 30% Fire Resistance, Wielder may deal 10,000 Flat Fire element Damage to all opponents at the start of each round, Wielder may deal 10,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action

Accessories-
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
2 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
Flame Dragon Mantle- (Accessory, Cloak, Fire, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Fire Resistance, 30% Critical for Magical Attacks
Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times
3 Ring of the Magi- (Accessory, Ring, Magic, 40,000,000 Gold) +40,000 Magical Attack, +40,000 MIN, +40,000 SPI, +400,000 MP as a bonus that stacks 3 times
Volcano Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect

Consumables-
None

Items-
1 1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

Spells-
Mage Blades- (Spell, Wizard Magic, Air, 55 MP, 61,000 Gold) +65 Magical Attack, 10% inflicts Wounded
Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
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
War Mage's Flame Aura- (Spell, Other: War Magic, Fire, 6,000 MP, 6,000,000 Gold) Caster gains a buff that stacks 3 times and deals 60,000 Flat Fire element Damage to any individual who conducts an offensive action that targets its possessor, with said Damage being doubled (to a max of 200,000 additional Damage) against Units

Pets-
Aggressive Magitech Combat-Grill- (Pet, Golem, Magic & Fire, Lv.31, 17,900,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 31
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Fire Resistance, 50% Magic Resistance, 50% Animal Resistance, Burning Immunity, 62% Minor Status Effect Resistance, 31% Moderate Status Effect Resistance, Golem Traits
Prime Attribute- Agility or Spirit
Constant Effects-
Overly Aggressive- Possessor possesses a 5% chance each round of being assigned an additional action in turn-order that may only be an offensive action if taken, Possessor's actions have a 5% chance of having to be offensive if taken, Constant Effect
Runs on Magitech- Possessor gains +# to all stats whenever one or more of possessor's allies (including possessor) obtain a Magitech buff as part of an action, to a max of once per action, lasts 15 rounds, stacks 30 times, Constant Effect
Abilities-
Ram Them!- # Damage, 70% inflicts Fatigued: Stun, Physical or Magic or Fury, 0 MP
Grill A Mean Steak- # Damage, May Heal HP, May provide +# STR as a buff that stacks 8 times and lasts 10 rounds, This action counts as involving a dead Animal, Fire & Physical, 0 MP
Flame Blast- # Damage, 100% inflicts Burning, 1 hit against 200, Fire, 0 MP
Turn Up the Heat- All individuals in the same battlespace gain a buff that stacks 3 times that increases Fire element Damage dealt by its possessors by # points, with said buff lasting 10 rounds, Magic & Fire, # MP
Wizardly Missiles- # Damage, 100% inflicts Manablasted, 100% may inflict Burning, 2 hits against 7,000, Magic & Technology # Fire, # MP

Screaming Head from Florgatt'Zorr- (Pet, Alien, Sonic & Astral, Lv.45, 60,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 45
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Sonic Resistance, 50% Astral Resistance, Impaired Immunity, Voidstruck Immunity, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 5% Major Status Effect Resistance
Prime Attribute- Agility or Spirit
Constant Effects-
Weird Flying Alien Head- Possessor gains the subtypes Horror and Astral Being, Constant Effect
Void Echo Scream- Whenever an opponent is afflicted with Impaired: Deaf, possessor may inflict Impaired: Deaf on up to 500,000 other opponents, Constant Effect
Screams Beyond Sound- Possessor treats individuals as though their Sonic Resistance were 30% lower (to a minimum of 0%), and as though any relevant Resistances are 100% lower with respect to resisting Impaired: Deaf, Constant Effect
Abilities-
Void Bite- # Damage, Deals HP Drain, 200% inflicts Voidstruck, 200% inflicts Confusion: Fear, Darkness or Astral or Darkness & Physical, 0 MP
Hypno Bite- # Damage, # MIN Damage, 150% inflicts Charm, Psychic or Psychic & Physical, 0 MP
Shriek- # Damage, # MIN Damage, 200% inflicts Impaired: Deaf, 1 hit against 300,000, Air or Psychic or Sonic, 0 MP
Echoing Scream- # Damage, 100% inflicts Suffocation: Sonic Whiplash, 200% inflicts Impaired: Deaf, this action repeats itself against the same target on the next round so long as none of its performer's other actions already repeated on that round, 1 hit against 30,000, Air & Sonic, # MP
Cosmic Scream- # Damage, 100% inflicts Voidstruck: Astral Echoes, 200% may inflict Impaired: Deaf, 1 hit against 30,000, Astral & Sonic, # MP
Mind-Terror Scream- # Damage, # MIN Damage, 200% inflicts Confusion: Fear, 100% may inflict Impaired: Deaf, 1 hit against 30,000, Psychic or Sonic or Psychic & Darkness or Psychic & Sonic or Psychic & Terror, # MP

Zardowak Landhawk- (Pet, Aerial, Earth, Lv.1, 80,000 Gold)
HP- 260
MP- 40
STR- 26
AGI- 32
CON- 15
MIN- 8
SPI- 9
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 18
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Beak Chomp- 25 Damage, Earth, 0 MP
Gail Blast- 20 Damage, 1% Stun, Air, 5 MP


Transformations-
None

Permanent Consumables-
Book of 1,000 Treatments- (Permanent Consumable, Grimoire, Physical & Light, 1 Charge, 10,000,000 Gold) Teaches user "Doctor"
Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
Book of Weaponry- (Permanent Consumable, Grimoire, Physical & Fire, 1 Charge, 10,000,000 Gold) Teaches user "Knowledge of Weapons"
12 Grandmaster's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 100,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
Pamphlet Detailing Ancient Combo Methods from Before the Mana Cannon Incident- (Permanent Consumable, Grimoire, Technology & Magic, 1 Charge, 100,000 Gold) Teaches user "Combo"

Artifacts-
None

Awards-
Has 110 Base Stat Points
Emerged from a Reality Glitch
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"

Has Used 5 Attunement Book: Arcane Vizier
Has Used 5 Attunement Book: Channeler
Has Used 5 Attunement Book: Heir to the Future
Has Used 5 Attunement Book: Priest
Has Used 5 Attunement Book: Scientist

Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
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: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist