Celas Has A Phone Call

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Celas Has A Phone Call

Post by Modrageball »

This quest originally began on Jan 06, 2019.

Aeromage wrote: Well, it's obviously for him. Why else would he have the receiver to his ear?

A rambling, tired-sounding male voice speaks from the other end of the line.


"Yes, this is Mr. Progression...

...

...well...

...thanks for calling.

...Mr. Death And Possibly Taxes, wasn't it?

Good to see that deity-business is working out for you.

Even though I'm pretty sure you don't have many worshippers to deal with, yet...

...unless you count your necromancy fanclubs.

Do deities know if they're getting worshipped?

...that was a rhetorical question, incidentally.

I already know that one.

I mean, I'm a big deal, after all...

Not many people might know about me, but I'm a big deal.

All that worship will come rolling right in sooner or later, just you wait and see.

...

...what?

...of course you called me.

I just called you back before you could do it.

...isn't that convenient?

Really, it is.

It's a service, you know, service!

Otherwise you'd have been having to call up Miss Moneybags so she could call me so I could call you so you could conference-call me and her and her butler and that guy with the ears and the feet...

...it'd be a whole lot of hassle, you know?

Plus it'd cost a lot in long-distance fees.

...I mean, I'd be able to deduct it as business expenses from my end, but that'd mean I'd have to cut down on the fancy sandwiches...

...and that'd be terrible.

Really, truly terrible.

...new year's diet resolutions are fine and all, but they can't hold in the face of the Enlightenment Special.

...

...what?

Why is it called the Enlightenment Special?

...because it's one with everything.

I don't know how they managed to make a sandwich like that taste good, but they did.

And I'm not giving them up just to jump through more hoops.

This way's much faster and more convenient for everyone, you know?

...

...well, anyway.

This call was on the behalf of Miss Moneybags, like I said.

...although I guess she goes by Mr. Solar Planning Permission nowadays.

You Arena Members really do play fast and loose with identities, you know?

Almost as much as those Puzzle Guys...

...well, I suppose that's what you get for grabbing everything you can lay your hands on.

I'm sure he'll be fine, with a bit of prep.

...this is about her when she was still her, though.

You see, she's in the middle of the Seed Rains right now, and things have gotten kind of hot in her area.

...

...what?

Those ended years ago?

...well, you know how it is.

One thing leads to another, and time just gets away from you, and suddenly you're staring at the start date going "Holy shit, how has it been this long? What have I been doing?"

...well, that's what I heard the boss saying once, anyway.

Or maybe it was twice.

...but I'd probably get into trouble for saying so, so let's just say that never happened.

Besides, it's only been months by your calendar.

Unless you're an uberdimensional meta-entity pulling the strings of puppets for entertainment and social purposes, of course.

...anyway, consider this an invitation to travel into the past in the middle of an event full of strong treasures and fancy monsters and help a lady out before she makes a man out of herself who is also a sun who is also a god.

...you'll probably want to load up a bit, too, even if you've stuck a foot in the deep freeze.

She's been doing really well, you know?

...well, her whole party has.

Especially that fancy crystal flower of hers.

Everyone's been very surprised and impressed.

...seriously, we're wondering how she managed to get so lucky.

And then that Tear dropped right by her...

Making all those sensible decisions was probably a big part of it, but the boss seriously thinks something more's going on at this point.

...my money's still on blood sacrifices to the Twin Lucks' secret third sister, by the way.

Anyway, she used up the phone she got by way of apology due to the festival running long, which caused things to drag out a bit longer than expected.

It was a whole thing, you know?

...it got pretty awkward, so I got asked to step in with the potential one-off assistance.

Anyway, she called and asked for high-tier help...

...which is why I'm now talking to you.

The boss doesn't want things to get too confusing when he has to figure out what you're bringing, though, so that's why we're going to start you off in a new thread before sliding you into that other one.

...

...what?

...No, I didn't say anything meta.

It's nothing to worry about, so just ignore that.

...anyway, you'll probably want to grab your gear and set yourself up.

I'll hold on the line, don't worry.

...just don't keep her waiting too long.

It's her last big bash as herself, so it'd be a shame if things lost momentum now, you know?

...so, what are you bringing?"




Celas wrote:
Celas (Reaper)
Level 79
Planetary, Fate & Void
HP- 26,175
MP- 12,350
STR - 336 (4)
AGI - 1047 (13)
CON - 1047 (13)
MIN - 494 (6)
SPI - 2475 (25)
Additional Stats-
Move- 6
Movetype- Flight
Range- 4
Leadership- 6
XP- 1,211,989,000
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 89
Gold- 18,932,294,699
Bonus Weeks: 5 (31 Astromancer, 40 Archer, 30 Biomancer, 3 Botantist, 5 Combatant, 30 Cosmic Mathematician, 5 Diviner, 18 Force Mage, 5 Glyph Mage, 1 Heir of Dust, 40 Hunter, 13 Necromancer, 1 Numinous Archivist, 5 Radiant Hierophant, 1 Swordsman, 30 Transmuter, 55 Weirdworker, 12 Umbramancer, +3 Summoner)
Weeks:
Will Learn:

Track A: viewtopic.php?p=161872#p161872 March 18 2019

Track B: http://www.gad.tfsnewworld.com/forum/vi ... 94#p165194 January 13, 2019

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
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom

-Arbiter of the Absolute-
Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element

-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
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
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
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 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 Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Improved Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic

-Archer-
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped

-Astromancer-
Adept Astral Magic Attunement- (Passive Ability, Astromancer) Astral Magic spells cost possessor 10,000 less MP to cast, Astral Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Astral Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation


-Biomancer-
Adept Biomancy Attunement- (Passive Ability, Biomancer) Biomancy spells cost possessor 10,000 less MP to cast, Biomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Biomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%


-Blight Druid-
Lord of the Rotten Forest- (Passive Ability, Blight Druid) Possessor's summons that are both Undead and Plants may choose to have their offensive actions to apply a debuff that provides -500 CON to Plants, with said debuff stacking 10 times


-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice 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 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Charismatic- (Passive Ability, Commander) Possessor counts as being 1 Level higher for pet-equipping, pet-leveling, summon-equipping, summon-leveling, and summon-summoning purposes, This ability's effects do not stack with other effects that provide bonuses of the same types or to the same things
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

-Controller-
All-Problem Congregating Art- (Technique Ability, Controller) Possessor may use 'All-Problem Congregating Art' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action applies a nonstacking debuff that increases the odds of minor and moderate negative status effects being applied to its possessor by 25%
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Black Impulse- (Technique Ability, Controller) Possessor may use 'Black Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Command Interdiction- (Passive Ability, Channeler) Once per thread, when an opponent of possessor that is equal Level to or lower Level than possessor that is below Level 80 performs an action that grants one or more other entities additional actions, possessor may choose for said action to instead not grant any entities additional actions
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged 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.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
FEEL THE HYPE!- (Technique Ability, Controller) Possessor may use 'FEEL THE HYPE!' in conjunction with a 'Magical Attack', 'Ranged Attack', or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action gains +1 Ranged Attack, +1 Melee Attack, and +1 Magical Attack and is delayed 5 rounds,
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Forcible Electrical Shutdown Impulse- (Technique Ability, Controller) Possessor may use 'Forcible Electrical Shutdown Impulse' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as no other technique is used and a Force is equipped. Said action has a 50% chance of applying a non-stacking debuff that makes its possessor unable to perform Electrical element actions for 1 action if its possessor is Level 60 or lower.
Frigid Impulse- (Technique Ability, Controller) Possessor may use 'Frigid Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Frozen Impulse- (Technique Ability, Controller) Possessor may use 'Frozen Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Inevitable Impulse- (Technique Ability, Controller) Possessor may use 'Inevitable Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise'.
Infuse Essence With Hostile Fire- (Technique Ability, Controller) Possessor may use 'Infuse Essence With Hostile Fire' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action inflicts an instance of Burning that cannot be cured by sources below Level 20.
Night Impulse- (Technique Ability, Controller) Possessor may use 'Night Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Predetermined Impulse- (Technique Ability, Controller) Possessor may use 'Predetermined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fate element.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Rampantly Fish-Dooming Burst- (Technique Ability, Controller) Possessor may use 'Rampantly Fish-Dooming Burst' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action gains a 60% chance of inflicting Hexed on up to 20 target Aquatics and a 1% chance of inflicting Instant Death on up to 20 Aquatics below Level 10.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Silent Tide's Grasp- (Technique Ability, Controller) Possessor may use 'Silent Tide's Grasp' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action moves its target to the front row or the back row and cannot be countered by individuals below Level 45.
Sleeting Impulse- (Technique Ability, Controller) Possessor may use 'Sleeting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Thread-Cutting Impulse- (Technique Ability, Controller) Possessor may use 'Thread-Cutting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Fate element, and gains '30% inflicts Voidstruck: Marked for Demise'.
Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Weaving Impulse- (Technique Ability, Controller) Possessor may use 'Weaving Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise', deals 1/4 Damage, and gains '1 hit against 10'.
Wind Riddle- (Technique Ability, Controller) Possessor may use 'Wind Riddle' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action deals 1,000 Flat Air element MIN Damage and applies a nonstacking debuff that causes non-Air element targets below caster's Level with lower MIN than caster who are below Level 75 to have a 25% chance of skipping their actions that does not stack.

-Cosmic Mathematician-
Adept Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Amounts of Numerals element Damage possessor deals are increased by 10,000 points, Numerals element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Numerals element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Possessor gains +50 to all stats for each Numerals element item equipped, Possessor's Numerals element pets and summons gain +250 to all stats
Basic Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Possessor gains +25 to all stats if possessor is Numerals element
Cosmic Mathematician- (Passive Ability, Other: Cosmic Mathematician) Possessor ignores (1 * (Possessor Level/5), rounded down)% Numerals Resistance, Possessor ignores Numerals Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-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
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Rod Charge Preservation- (Passive Ability, Crafter) Rod Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points

-Deathless One-
Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor’s Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Doom Grin- (Passive Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, gains a 5% chance of inflicting Instant Death: Doomed on up to 5 opponents at the start of each round
Doom Juggernaut Frame- (Passive Ability, Deathless One) Possessor, if an Undead and Level 60 or greater, obtains +5,070,000 HP, +30,000 STR, +30,000 CON, and 80% Resilience
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
♢Eternally Preserved Form- (Passive Ability, Deathless One) If possessor is an Undead, buffs and positive status effects do not vanish from possessor upon death
♢Eternal Undying Authority- (Passive Ability, Deathless One) Once per thread, when possessor summons Undead, possessor may choose to not be able to be prevented from summoning those Undead
Expert Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Undead pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Undead
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Ghost- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 40% Dodge
♢Ghost Decoy- (Passive Ability, Deathless One) Up to (Possessor's Level/5, rounded up) times per thread, whenever possessor would be moved to another battlespace unwillingly by a source that is not 5 or more Levels greater than possessor, possessor may instead choose not to be moved to that battlespace and to summon an Undead below possessor's Level that is normally fightable for drops on the enemy list whose name includes 'Ghost' or 'Geist' into that battlespace, Max 5 summoned
Ghostly Chill- (Passive Ability, Deathless One) If possessor is an Undead, quantities of Ice element Damage dealt by possessor are increased by 500 points
Ghostly Haunting- (Technique Ability, Deathless One) Possessor may use 'Ghostly Haunting' in conjunction with a 'Magical Attack' action if possessor is an Undead and no individual of greater Level than possessor or who is Level 60 or greater objects. Said action gains a 100% chance of inflicting Hexed and Hexed: Haunted, and marks one target who is not immune to Hexed or Hexed: Haunted as being 'Haunted', with caster leaving battle, entering another battle that contains a Zone of Darkness, for the duration of said target's counting as being marked as Haunted, with caster being able to perform actions that target individuals in the battle caster was formerly in while in said battle, with said marking lasting for 10 rounds or until either caster or said target is dead, and with caster immediately rejoining caster's aforementioned prior battle when said marked individual either dies or is no longer marked as Haunted
Ghostly Incorporeality- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 50% Dodge and 100% Dodge against individuals below Level 20, and possessor has a 50% chance of ignoring debuffs from sources below Level 20
Ghostly Possession- (Active Ability, Deathless One) Possessor may spend an action that caueses caster to begin treating a target as a Transformation that caster is in, with said target's actions being controlled by caster and caster being unable to be targetted as though caster were transformed into said target, with said action not working on targets above Level 20 or individuals who are immune to Charm, and with caster re-entering battle upon target's death or caster's de-transformation, and with caster dying if said target was killed by a source that is 20 or more Levels greater than caster while caster is transformed into said target
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
Lich- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +2,000 Magical Attack, +2,000 MIN, +2,000 SPI, 20% Physical Resistance, 20% Magic Resistance, and +20,000 MP
Lich's Phylactery- (Passive Ability, Deathless One) If possessor is an Undead and is Level 40 or greater, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Light element, from an individual 20 or more Levels greater than possessor, from an element possessor is weak to, or from an individual or Level 100 or greater, In these cases, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects
Lich's Potency- (Passive Ability, Deathless One) If possessor is an Undead, Possessor is immune to individuals below Level 20, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 30
Lungs Inhabited By Two Ghosts- (Passive Ability, Deathless One) Possessor may, at the beginning of a round, summon up to 2 Ghost from the Enemy List, with possessor being able to summon a max of 2 such entities per thread, Max 2 summoned
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Open Up And Release A Skeleton- (Active Ability, Deathless One) Possessor may spend an action to summon 1 Skeleton from the Enemy List and to have a 100% chance of inflicting Confusion: Fear on up to 30 targets, Max 1 summoned
Reaper's Scythe- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength + Spirit, has a base Damage value of 63,700 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Scythe items, has a 50% chance of inflicting Instant Death, is solely Physical or Darkness or Fate or Physical & Darkness or Physical & Fate or Darkness & Fate or Physical & Darkness & Fate element, and costs 0 MP
Rimedead Commander's Summoning of Rimedead Legions- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater may spend an action to summon 5 Rimedead Warlegion or 5 Rimedead Deathbringers or 2 Rimedead Doomriders from the Enemy List (if such entities exist on the Enemy List), Max 30 summoned
Rimedead Touch- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 43,000 Damage that it incorporates as thought possessor were an Enemy, incorporates the Melee Attack or Magical Attack bonuses (choosing one across all items) of equipped Fist Weapon items, has a 130% chance of inflicting Frozen, Voidstruck, and Frozen: Frostbite, is solely Darkness & Ice element, and costs 0 MP
Saltwater Sea-Dead- (Passive Ability, Deathless One) If possessor is Undead, sources below Level 40 cannot inflict Drowning on possessor
Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Undead Calling V- (Passive Ability, Deathless One) Possessor's Undead summons may not be unsummoned by sources below Level 5
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Visage of the Terrible Skull- (Passive Ability, Deathless One) Possessor has a 45% chance of inflicting Confusion: Fear on each opponent at the start of every round
Void-Facet Phylactery- (Passive Ability, Deathless One) At the end of each round, if possessor is an Undead and Level 40 or greater, possessor may choose to remove all text from any one debuff present on possessor that comes from a source below Level 60, with this effect being a buff on possessor
Zombie- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI
Zombie Grave-Bursting- (Passive Ability, Deathless One) If possessor is an Undead, possessor is cured of all affliction instances of Entombed that possessor is afflicted with at the start of each round that come from sources below Level 40

-Destiny Weaver-
In the Geezer's Freezer:

Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate 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 Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, 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 Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20



Absorb Fate- (Passive Ability, Other: Destiny Weaver) Possessor Absorbs Fate against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense against Fate
Apprentice Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 5% Fate Resistance
Apprentice Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +100 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Basic Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 Defense against Fate
Basic Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 1% Fate Resistance
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Fate Immunity- (Passive Ability, Other: Destiny Weaver) Possessor gains Fate Immunity against sources below Level 20 if Level 20 or greater
Improved Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5,000 Defense against Fate
Improved Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +2,000 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Improved Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 10% Fate Resistance
Improved Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +250 to all stats
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points

-Diviner-
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility


-Ebon Chancellor-
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness 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 Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, 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 Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-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
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Enchanter- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds


-Enslaver-
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Slavermaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped


-Force Mage-
Adept Force Magic Attunement- (Passive Ability, Force Mage) Force Magic spells cost possessor 10,000 less MP to cast, Force Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast


-General-
♢Accompanied by Deathless Guardians- (Passive Ability, General) Possessor may, when entering threads, have instances of Undead Necromancy summons that possessor could summon that are not unique equipped as though they were pets, with these summons being pets and not summons, but counting against the summon limits that they would count against were they summons and being unable to be equipped in numbers exceeding those limits
♢Honored Child of the Ancients- (Passive Ability, General) Possessor gains +(Possessor Level / 2) Fame
♢Ruler of the Undying Kingdom- (Passive Ability, General) Possessor's Undead allies obtain +(100 * Possessor Level) to all stats as a non-stacking bonus


-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor’s Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Phantom Terrain Link Established: Boneyard- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard

-Other: High Judge-
Absorb Law- (Passive Ability, Other: High Judge) Possessor Absorbs Law against sources below Level 20 if Level 20 or greater
Adept Law Synchronization- (Passive Ability, Other: High Judge) Amounts of Law element Damage possessor deals are increased by 10,000 points, Law element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Law element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense against Law
Apprentice Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 5% Law Resistance
Apprentice Law Synchronization- (Passive Ability, High Judge) Possessor gains +50 to all stats for each Law element item equipped, Possessor's Law element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +100 to all stats
Apprentice Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law
Basic Acceleration Within Law's Dominion- (Passive Ability, Other: High Judge) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Law
Basic Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +50 to all stats
Basic Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +50 Defense against Law
Basic Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 1% Law Resistance
Basic Law Synchronization- (Passive Ability, Other: High Judge) Possessor gains +25 to all stats if possessor is Law element
Basic Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +10 to all stats
Basic Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +50 to all stats while in a Zone of Law
Control of Law- (Passive Ability, Other: High Judge) Possessor has a 20% chance of being able to cancel the actions of Law element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Detect Law- (Passive Ability, High Judge) Possessor gains +1% To Hit against Law element targets
Elemental Attack-Conversion: Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Law element and no other technique is used. Said action becomes solely the element Law.
Elemental Invocation of Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Invocation of Law' in conjunction with an 'Elemental Attack' action so long as possessor is Law element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Law- (Passive Ability, Other: High Judge) Whenever possessor absorbs Damage that is Law element Damage, Possessor may choose to deal 10,000 Flat Law element Damage to up to 10 targets
Empowered By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Law
Greater Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 25,000 points
High Judge- (Passive Ability, Other: High Judge) Possessor ignores (1 * (Possessor Level/5), rounded down)% Law Resistance, Possessor ignores Law Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +5,000 Defense against Law
Improved Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +2,000 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Improved Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 10% Law Resistance
Improved Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +250 to all stats
Improved Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +1,000 to all stats while in a Zone of Law
Improved Zonal Law Empowerment- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Law
Law Battle-Aura- (Stance Ability, Other: High Judge) Possessor deals 10,000 Flat Law element Damage to each opponent at the start of each round
Law Body Form- (Stance Ability, Other: High Judge) Possessor gains +200 Defense against Law, Possessor gains 15% Law Resistance, Possessor may deal 5,000 Flat Law element Damage to any individual who conducts an offensive action that targets possessor
Law Immunity- (Passive Ability, Other: High Judge) Possessor gains Law Immunity against sources below Level 20 if Level 20 or greater
Law Manipulation- (Passive Ability, Other: High Judge) Possessor may choose one of the following at the beginning of each round if Law element: Create a Zone of Law, Remove a Zone of Law created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Law by either possessor or a source below Level 20, Add Law 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 Law element on a Law element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Law, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Law, 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 Law element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Law to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Law, 5% Law Resistance, or +50 Defense against Law and 1% Law Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Law- (Passive Ability, Other: High Judge) Possessor may choose, at the beginning of a thread, to become solely Law element
Nonsynchronous Elemental Attack-Conversion: Law- (Passive Ability, Other: High Judge) Possessor may use the Technique 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Law element.
Nourish Law- (Passive Ability, Other: High Judge) Whenever possessor deals HP or MP healing to an Law element individual, possessor deals 300 additional points
Nourished By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Law
Predict the Flow of Law- (Passive Ability, Other: High Judge) Possessor gains +5% Dodge against Law element individuals
Reflect Law- (Passive Ability, Other: High Judge) Possessor Reflects Law against sources below Level 20 if Level 20 or greater
Stability Within Law- (Passive Ability, Other: High Judge) Possessor gains 25% minor negative status effect resistance while in a Zone of Law
Understanding of the Bonds of Law- (Passive Ability, Other: High Judge) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Law element individual
Zonal Law Control- (Passive Ability, Other: High Judge) Possessor may, at the start of each round, choose one Zone of Law that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points

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

-Inscriber-
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber of the Wards Which Protect against Darkness- (Passive Ability, Inscriber) Possessor gains +1% Darkness Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Fire- (Passive Ability, Inscriber) Possessor gains +1% Fire Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%

-Justicar-
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 20% Charm Resistance
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Defensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +50 Defense
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Offensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 50 points
Offensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Impairing Bash- (Technique Ability, Lawbringer) Possessor may use 'Impairing Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Impaired.
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60

-Lightbearer-
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +50 Defense
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped

-Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Adept Necromancy Attunement- (Passive Ability, Necromancer) Necromancy spells cost possessor 10,000 less MP to cast, Necromancy spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Necromancy Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Age Self to Power Magic- (Passive Ability, Necromancy) When casting a Necromancy spell, if possessor is not afflicted with Fatigued: Elderly, possessor may pay 500 CON and be afflicted with Fatigued: Elderly, and, if possessor pays said cost (regardless of whether or not said affliction was successful), said spell costs possessor 500 less MP to cast, gains +200 additional Magical Attack if it possesses a Magical Attack bonus and has the stats of any summons that that it summons increased by 200 points, with all of said effects being non-stacking
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Attuned to Black Flickers- (Passive Ability, Necromancer) Possessor, as an RP effect, may choose to divine the basic nature of Black Flickers in special events and RP threads in which they appear
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Awakener of Ancient Dead- (Passive Ability, Necromancer) Possessor's resurrection of individuals ignores requirements of possessor's spells and abilities that only permit the resurrection of individuals before a certain number of actions or rounds have passed, Possessor's Undead summons may gain +6,000 to all stats as a non-stacking buff at the time of their summoning
Bargain with the Dead- (Passive Ability, Necromancer) Possessor's chances inflicting Charm on Undead and Spirits are increased by 5%
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancy) All Necromancy spells gain +10 Magical Attack and cost 10 less MP
Caller of Dead Wood- (Passive Ability, Necromancer) Any Plant below Level 60 that possessor would summon may instead by replaced by a version identical other than its natural name is considered 'Deadwood <Former Name>', its natural subtype becomes Undead, it gains natural Pain Immunity, Poison Immunity and Diseased Immunity, and it gains the natural ability:
Deadwood Plant- Possessor gains the subtype Plant, Constant Effect
Create Burning Skeletons- (Passive Ability, Necromancer) Possessor's Necromancy summons that are Undead and have 'Skeleton' or 'Skeletal' in their name may, when summoned, gain the effect:
Burning Skeleton- Possessor gains the element Fire, Possessor deals 12,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of each such action, Constant Effect
Create Riddle-Skulls- (Passive Ability, Necromancer) At the start of any round, possessor may pay 5,000 XP and 300,000 Gold to create a Riddle Skull, which must be carried in a Summon Slot; Each such Riddle Skull may be destroyed by any individual with over 15,000 MIN spending an action, each such Riddle Skull may deal up to 70,000 Flat Damage of any base element to up to three individuals with below 10,000 MIN at the start of each round; A max of 12 such Riddle Skulls may be created per creator at any one time
Create Rotting Undead- (Passive Ability, Necromancer) Possessor may choose for possessor's Undead summons, when summoned, to obtain a non-stacking buff that gives them -500 CON, to a minimum of 1, but also causes them to gain an optional 60% chance of inflicting Pain: Nauseous on any individual who conducts an offensive action targeting them at the end of said action
Create Umbral Undead- (Passive Ability, Necromancer) Possessor's Undead summons may obtain a buff that makes them solely Darkness element when they are summoned
Defensive Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 Defense and 5% Physical Resistance
♢Descendant of the Honored Dead- (Passive Ability, Necromancer) Possessor may choose for individuals to treat possessor's Necromancy summons as though they were Healer Magic summons or Leadership summons, Possessor may choose for individuals to treat possessor's Undead pets and summons as though their Undead subtype were replaced with Spirit, Possessor's Undead summons gain +(100 * possessor Level) to all stats
Embalmer- (Passive Ability, Necromancer) Possessor’s dead allies count as having been dead for one less round, to a minimum of 0 rounds
Empowered by the Recently Dead- (Passive Ability, Necromancer) Whenever an individual who is not an Undead or Spirit dies in the same battle as possessor, possessor obtains a buff that provides +250 to all stats, lasts until the end of the round, and stacks 200 times
Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned
Gift of the Dead: Miasmatic Aura- (Passive Ability, Necromancer) Possessor's Undead summons, when summoned, may obtain the effect:
Miasmatic Aura- All individuals in the same battle as possessor, excluding possessor and Undead above Level 60, obtain -400 to all stats and have a 60% chance of being afflicted with Confusion: Depression at the start of each round as an effect that stacks both in terms of the max number of affliction attempts per target per round and in terms of stat penalties 5 times, Constant Effect
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Focused Necromancy Casting- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Necromancy
Has Been Warded from the Purity-Eroding Aspects of Necromantic Magic- (Passive Ability, Necromancer) Possessor gains +500 Defense against Necromancy, Possessor cannot be afflicted with minor negative status effects that come from Necromancy spells
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Killed the Joke- (Passive Ability, Bard) While possessor is present, individuals may not be afflicted with Confusion: Overcome by Laughter
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor’s damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Life-Withering Aura- (Passive Ability, Necromancer) Individuals in the same battle as possessor, not counting possessor, who are Humans, Humanoids, Animals, Aerials, Aquatics, or Plants suffer -200 to all stats as a non-stacking penalty
Mastery of Bone Magic- (Passive Ability, Necromancer) All damage-dealing Necromancy spells with the words ‘bone’, ’skeleton’ or ‘skull’ in them, or reasonable variations of those words, deal an additional 700 each time they deal damage or hit, to a maximum of 50 additional times per round
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Reraise Undead- (Active Ability, Necromancer) Possessor may spend an action to resurrect any Undead pet or summon of possessor's that was killed by a source below Level 60
Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 HP, +20 to all stats, and +300 damage dealt with all damage
Summon Riddling Undead- (Passive Ability, Necromancer) Possessor's Undead summons' actions deal 300 additional MIN Damage, Possessor's Undead summons' actions deal 30,000 additional MP Damage
♢Undying Blessings Granted to Servants Eternal- (Passive Ability, Necromancer) Whenever one of possessor's Undead Necromancy summons dies, possessor may choose for one of possessor's Necromancy buffs present on that entity to not expire upon that death
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
White Necromancer- (Passive Ability, Necromancer) Necromancy spells that possessor casts that Heal and possess a Magical Attack bonus gain +1,000 additional Magical Attack for the purposes of non-offensive actions
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities

-Numinous Archivist-
Absorb Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Absorbs Knowledge against sources below Level 20 if Level 20 or greater
Adept Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Amounts of Knowledge element Damage possessor deals are increased by 10,000 points, Knowledge element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Knowledge element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Knowledge Resistance
Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +100 to all stats
Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Basic Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 Defense against Knowledge
Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Basic Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to all stats if possessor is Knowledge element
Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Control of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor has a 20% chance of being able to cancel the actions of Knowledge element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 10% Knowledge Resistance
Improved Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +250 to all stats
Knowledge Immunity- (Passive Ability, Other: Numinous Archivist) Possessor gains Knowledge Immunity against sources below Level 20 if Level 20 or greater
Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge 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 Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, 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 Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Nullify Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may remove the element Knowledge from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Knowledge-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Knowledge-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Knowledge from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Protector-
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Aquatic Armored Dodging- (Passive Ability, Protector) Possessor gains 20% Dodge if in a Zone of Water and wearing Light Armor
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Light Armor Training) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry Protection- (Passive Ability, Protector) Possessor gains +25 AGI, Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Guard Back Rank action, so long as no other technique is used and a Light Armor is equipped.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Swift Protection- (Passive Ability, Protector) Possessor may, at the beginning of a round, declare that possessor's first action taken will be Guard Other or Guard Back Rank, if possessor does so, then possessor must perform said chosen action as possessor's first action and skip any actions that possessor can skip if possessor cannot perform said action, Possessor, upon choosing such, gains a non-stacking buff of +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the round
Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor

-Puppet Master-
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-Reaper-
Aerial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Scythe
Alien-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Animal-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Animal-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Animal-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Aquatic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Astral Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Asterismic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Asterismics and gains +5% To Hit against Asterismics.
Asterismic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Asterismics and gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Bio-Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Harvest- (Technique Ability, Reaper) Possessor may use 'Black Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Clockwork-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Harvest- (Technique Ability, Reaper) Possessor may use 'Critical Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +5% Critical.
Cthonian-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Harvest- (Technique Ability, Reaper) Possessor may use 'Dud Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Reaper 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.
Elemental-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.
Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Harvest Mastery- (Passive Ability, Reaper) Technique Abilities from the Reaper class whose name includes 'Harvest' 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.
Hexing Harvest- (Technique Ability, Reaper) Possessor may use 'Hexing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Harvest- (Technique Ability, Reaper) Possessor may use 'Hungering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Illuminated-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impairing Harvest- (Technique Ability, Reaper) Possessor may use 'Impairing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Impaired.
Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Night Harvest- (Technique Ability, Reaper) Possessor may use 'Night Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Reslaying Scythe- (Technique Ability, Reaper) Possessor may use 'Reslaying Scythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Scythe equipped. Said action gains +36,000 Melee Attack against targets that are Undead or that have been resurrected during this thread; said action gains '20% inflicts Instant Death' against targets that have been resurrected during this thread.
Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Shadow Harvest- (Technique Ability, Reaper) Possessor may use 'Shadow Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Umbral Harvest- (Technique Ability, Reaper) Possessor may use 'Umbral Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.


-Scholar-
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
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

-Seer-
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic

-Snow Queen-
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice 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 Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, 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 Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Masterful Cold Protection- (Passive Ability, Snow Queen) Possessor gains 50% Ice Resistance
Meditative Assumption of Ice- (Passive Ability, Snow Queen) Possessor may choose, at the beginning of a thread, to become solely Ice element
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Superior Cold Protection- (Passive Ability, Snow Queen) Possessor gains 40% Ice Resistance
Trained in The Freezer in the Walrusfrost Endurance Competition- (Passive Ability, Snow Queen) Possessor gains +5% Ice Resistance
Weak Cold Protection- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance

-Sorceress-
Basic Wand Training- (Passive Ability, Wand Mastery) This character gains +6 Magical Attack when a Wand is equipped
♢Necromantic Autocounterspell- (Passive Ability, Sorceress) If possessor is wielding a Wand, up to once per round, when an equal or lower Level nonunique entity (or a unique entity 5 Levels or more below possessor) performs an action that involves the casting of a non-unique Necromancy spell, and possessor has a Necromancy spell of equal or greater value equipped (or the Necromancy spell involved in said action does not have a specific value listed), possessor may, if possessor has at least 5 Necromancy spells equipped, cancel said action as a preemptive counter

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Hiebarric Summoner- (Passive Ability, Summoner) Possessor possesses a 'Hiebarric Summon List', Possessor summons up to 5 individuals from possessor's 'Hiebarric Summon List' at the beginning of battle, Possessor summons up to 2 individuals from possessor's 'Heibarric Summon List' every 10 rounds, Max 6 summoned, No more than half of this cap of summons may be of the same entity type at any given time, Possessor may use Hiebarric summon patterns in RP threads to add to possessor's 'Hiebarric Summon List' and may sometimes add defeated opponents to said list
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats

-Swordsman-
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped

-Transmuter-
Adept Transmatation Attunement- (Passive Ability, Transmuter) Transmutation spells cost possessor 10,000 less MP to cast, Transmutation spells cast by possessor that provide stat buffs or debuffs have those values increased by 250 points as an effect that stacks a max of 12 times across all applications of said effect, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Transmutation Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmutation spells cost possessor (100* Possessor Level) less MP to cast

-Umbramancer-Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack


-Unbound Guru-
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Agility Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: AGI Drain Immunity
And The Void Does Not Care- (Technique Ability, Other: Unbound Guru) Possessor may use 'And The Void Does Not Care' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Ranged Attack', 'Magical Attack', 'Meditate', or 'Cast a Spell' action so long. Said action's targets acquire a non-stacking debuff that makes them unable to obtain new positive status effects.
Apprentice Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense against Void
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Basic Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +50 to all stats
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +10 to all stats
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Basic Void-Fuelled Casting- (Passive Ability, Other: Unbound Guru) Spells cost possessor 50 less MP to cast if possessor is Void element or in a Zone of Void
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Constitution Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: CON Drain Immunity
Control of Void- (Passive Ability, Other: Unbound Guru) Possessor has a 20% chance of being able to cancel the actions of Void element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Eerily-Glowing Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to scan the stats of any one individual at the start of each round
Elemental Attack-Conversion: Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Void element and no other technique is used. Said action becomes solely the element Void.
Elemental Invocation of Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Invocation of Void' in conjunction with an 'Elemental Attack' action so long as possessor is Void element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Void
Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 25,000 points
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Improved Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5,000 Defense against Void
Improved Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +2,000 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +1,000 to all stats while in a Zone of Void
Infinite Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor gains the element Void while in Unbound Guru stances
Inner Void Extrusion- (Technique Ability, Other: Unbound Guru) Possessor may use 'Inner Void Extrusion' in conjunction with a 'Meditate', 'Cast a Spell', or 'Magical Attack' action so long as no other technique is used and possessor is Void element. Said action moves one Zone created by its performer's 'Guru's Empty Sanctum' ability from a battlespace created by its performer's 'Guru's Empty Sanctum' ability into the battlespace that its performer is present in until the end of the round (with said Zone moving to the battlespace it was moved from at the round's end if such is still possible and not moving if such is not possible)
Inner Void Understanding- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespaces and zones created through possessor's 'Guru's Empty Sanctum' ability while Void element even while not in those battlespaces, with said presence counting as possessor additionally being present in said battlespace and not making possessor stop counting as being present in any other battlespace
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Erasing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 buff from a source below Level 60 from any one target.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Mind Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: MIN Drain Immunity
Nonsynchronous Elemental Attack-Conversion: Void- (Passive Ability, Other: Unbound Guru) Possessor may use the Technique 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Void element.
Nourish Void- (Passive Ability, Other: Unbound Guru) Whenever possessor deals HP or MP healing to an Void element individual, possessor deals 300 additional points
Nourished By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Void
Nullify Void- (Passive Ability, Other: Unbound Guru) Possessor may remove the element Void from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Void-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Void-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Void from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict the Flow of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5% Dodge against Void element individuals
Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Pure-Black Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore Dodge bonuses from sources below Level 40
Reconsume Void Elemental Spawn- (Passive Ability, Other: Unbound Guru) Possessor may, at the start of any round, unsummon one of possessor's Void element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Void- (Passive Ability, Other: Unbound Guru) Possessor Reflects Void against sources below Level 20 if Level 20 or greater
Sanctum-Bolstered Meditation- (Passive Ability, Other: Unbound Guru) If possessor performs a 'Meditate' action while in a battlespace or Zone created through possessor's 'Guru's Empty Sanctum' ability, possessor obtains a buff that stacks 5 times that provides +500 to all stats
Scourging Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and removes 1 buff or debuff from a source below Level 40 from each target.
Scourging Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and removes 1 buff or debuff from a source below Level 40 from each target.
Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Spirit Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: SPI Drain Immunity
Stability Within Void- (Passive Ability, Other: Unbound Guru) Possessor gains 25% minor negative status effect resistance while in a Zone of Void
Storing Treasures Nowhere- (Active/Passive Ability, Other: Unbound Guru) Possessor may carry up to 20 additional unequipped items into threads if Void element, Possessor may spend an action to unequip any one item carried by possessor and remove it from battle until the end of the round, This storage may last longer in RP effects
Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Strength Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: STR Drain Immunity
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Understanding of the Bonds of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Void element individual
Unfettered Mantra- (Stance Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Uplifted By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Void
Void Battle-Aura- (Stance Ability, Other: Unbound Guru) Possessor deals 10,000 Flat Void element Damage to each opponent at the start of each round
Void Body Form- (Stance Ability, Other: Unbound Guru) Possessor gains +200 Defense against Void, Possessor gains 15% Void Resistance, Possessor may deal 5,000 Flat Void element Damage to any individual who conducts an offensive action that targets possessor
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void 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 Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, 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 Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff
Void Sanctum Defenses- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that deals 50,000 Flat Void element Damage to all opponents of its creator that are present within the zone possessing it at the start of each round
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Stills All Turmoil- (Passive Ability, Other: Unbound Guru) Possessor may choose to be cured of one minor negative status effect and of (one debuff from a source below Level 40) at the start of each round that possessor is in a Zone of Void
Void-Casting Blows- (Passive Ability, Other: Unbound Guru) If possessor is Void element, up to three times per round, a hit from one of possessor's attacks may remove a buff present on the target of one of possessor's attacks that comes from a source below Level 60 that is not 20 or more Levels greater than possessor
Void-Shielded Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against AGI Damage
Void-Shielded Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against CON Damage
Void-Shielded Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against MIN Damage
Void-Shielded Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against SPI Damage
Void-Shielded Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against STR Damage
Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor obtains +500 MIN while Void element
Wounds to Agility Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of AGI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Constitution Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of CON Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Mind Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of MIN Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Spirit Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of SPI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Strength Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of STR Damage that possessor would otherwise take (with this not counting as Defense) per round

-Veilwalker-
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
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
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
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
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
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Coven-Casting- (Passive Ability, Warlock) Possessor gains +500 MIN and +5,000 MP for each ally who possesses the ability 'Coven Casting', to a max of 200 such allies
Crystallize Spirit- (Technique Ability, Warlock) Possessor may use 'Crystallize Spirit' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action has all SPI Damage it would deal converted into CON Damage, or, if its performer chooses, all CON Damage it would deal converted into SPI Damage instead. Said action applies a non-stacking debuff that reduces its possessor's Defense against Stat Damage by 500.
Curse of Brittleness- (Technique Ability, Warlock) Possessor may use 'Curese of Brittleness' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action applies a non-stacking debuff that reduces its possessor's Defense by 5,000 and its possessor's Resilience by 15%, with said Resilience debuff being increased to a 50% reduction if possessed by an individual of lower Level than said action's performer who is below Level 60.
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.

-Warrior-
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Anti-Arena Speed Boost- (Passive Ability, Warrior) Possessor's turn-order-determining stat sum is increased by 2,500 points for turn-order-determining purposes if any of possessor's opponents are BA Member PCs, This applies also to BA member NPCs in RP threads
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
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
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
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Undying Fury Sunderstrike- (Technique Ability, Warrior) Possessor may use 'Undying Fury Sunderstrike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Overdrive' action so long as no other technique is used. Said action gains +500 Melee Attack, gains +500 Magical Attack, breaks non-unique Armors worth under 1,000,000 Gold that are equipped by the target, and applies a non-stacking debuff that provides -500 Defense. If said action's performer is Level 40 or greater and is a Deity or possesses an ally who is a Deity, said action gains +20,000 additional Melee Attack, gains +20,000 additional Magical Attack, breaks non-unique Armors worth under 20,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -20,000 additional Defense. If said action's performer is Level 70 or greater, said action is an 'Overdrive' action, and said action's performer possesses at least 200 dead allies or at least 200 allies who are (Spirits or Undead), said action gains +200,000 additional Magical Attack, breaks non-unique Armors worth under 200,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -100,000 additional Defense.

-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Disruptive Force- (Technique Ability, Weirdworker) Possessor may use Disruptive Force in conjunction with a Magical Attack action, so long as no other technique is used. Said Magical Attack action deals MP Damage instead of HP Damage to Magic Beings
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
♢Arcane Necromancy- (Passive Ability, Wizard) Possessor may cast Necromancy spells as if they were solely or additionally Wizard Magic spells and may cast Wizard Magic spells as though they were solely or additionally Necromancy spells
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
♢Host to Undying Magics- (Passive Ability, Wizard) Possessor gains +(10,000 * Possessor Level) MP if possessor is Undead and possesses the ability 'Undead Traits', Possessor gains +(1,000 * Possessor Level) Defense against Voidstruck and Manablasted if possessor is an Undead and possesses the ability 'Undead Traits'
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack’s element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

-Worldbound God-
In the Geezer's Freezer

Planetary Domain: Civilization- (Passive Ability, Other: Worldbound God) Possessor's Large Structure allies gain (Possessor's Level * 2.5)% Minor Negative Status Effect Resistance, Possessor has RP powers connected to this divine domain
Planetary Domain: Horses- (Passive Ability, Other: Worldbound God) Possessor's actions may gain 15% Inflicts Dominion against Steeds, Possessor's Steed allies and Steed transformations gain +40,000 to all stats as a non-stacking bonus, Possessor has RP powers connected to this divine domain
Planetary Domain: Undeath- (Passive Ability, Other: Worldbound God) Possessor may, up to (Possessor Level/4, rounded up) times per thread, choose at the beginning of a round to resurrect up to 20 Undead allies, Possessor has RP powers connected to this divine domain



-Blessings-
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity
Has Consumed 1 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +200 Melee Attack, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 SPI, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Cranberry Mousse"- (Passive Ability, Permanent Item Effect) +200 HP, +200 MP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Speed Increase Potion"- (Passive Ability, Permanent Item Effect) +50 AGI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Stamina Increase Potion"- (Passive Ability, Permanent Item Effect) +50 CON per # consumed, Cannot be used in combos
Holy Strikes-(Ability, Universe Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 2- (Passive Ability, Blessing) +50 STR, +2% Critical, Possessor may choose in RP threads to appear extremely muscular like a bodybuilder
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

-Other-
Astounding, Shining Ranbow-Hair- (Passive Ability, Diplomat) Possessor gains a 100% chance of inflicting Awestruck, Impaired: Blind, and Charm: Impressed on all opponents at the start of each round, Possessor may choose at the start of any round to gain any combination of (base elements and Light) as elements as a buff until the end of said round, Possessor may choose at the start of any round to create a Zone of any combination of (base elements and Light) that lasts until the end of said round, Possessor may choose to base possessor's per-item Defense capping on possessor's (Spirit *2), Possessor's unmodified stats are increased by 7% as a non-stacking effect
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

Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Elemental Magic Attunement- (Passive Ability, Elemental Magic) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Merchant Proficiency- (Passive Ability, Merchant) Character’s half-price sales cap increases by 5,000 Gold.
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
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
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
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
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Defensive Stance- (Active Ability, Stance) +50 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
Defensive Stance II- (Active Ability, Stance) +200 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
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.
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth 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 Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, 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 Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Glorious Self I- (Passive Ability, Chronicler of Eternity) Possessor is immune to individuals below Level 10
Hag- (Passive Ability, Warlord) Possessor gains +25,000 HP, +50,000 MP, +2,600 STR, +3,000 MIN, +5,000 SPI, and 15% Darkness Resistance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Passed through the Light of the Elder Guardians- (Passive Ability, Druid) Possessor gains +1,000 SPI and 20% Light Resistance, Possessor may survive on suns as an RP effect
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor’s allies also gain drops from this battle, Possessor may create the item ‘Ominous, Discarded Gallery Invitation’ for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor’s Defense is halved, Possessor’s Resilience drops to 0%, Possessor’s Dodge is halved, Possessor gains +(Possessor’s former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor’s lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor’s former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
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
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
Wielder of Mortiis Finallis- (Passive Ability, Other: Legend) Possessor may equip 'Mortiis Finallis'
Zonal Earth Control- (Passive Ability, Mountain King) Possessor may, at the start of each round, choose one Zone of Earth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
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
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

Dreaming Moon Festival wrote:Basic Anti-Spirit Talisman Crafter- (Passive Ability, Crafter) Provided their target is a Spirit, possessor's Enchanted Item Consumables that lower stats do so by an additional 200 points, possessor's Enchanted Item Consumables that deal damage deal an additional 2,000 points, and possessor's Enchanted Item Consumables that inflict Minor Status effects have a 5% greater chance of doing so

Talisman-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped

Spiritual Talisman Maker- (Passive Ability, Magewright) Possessor gains +200 SPI and +200 Defense Against Spirits if possessor has a Magic Item or Amulet whose name includes "Talisman" equipped

Familiar with Spirit-Warding Talismans- (Passive Ability, Shrine Maiden) Possessor gains 1% Spirit Resistance per Amulet, Magic Item, Enchanted Item or Card equipped, to a maximum of 5% Spirit Resistance
Knows Many Rituals to Spiritually Ward Talismans- (Passive Ability, Shrine Maiden) Possessor may treat any equipped Accessories of the subtype Amulet, Broach, Crystal, Glyph, Holy Symbol, Magic Item, Ring, Rune, Seal, Sigil, and Trinket as if its name included "Talisman", said accessories provide an additional +200 Defense Against Spirits
Perform Spirit-Glimpsing Ritual- (Active Ability, Shrine Maiden) Possessor may spend an action to gain a buff that allows possessor to ignore the text of Constant Effects named 'Incorporeal' or 'Fully Disembodied' on targets that both possess the subtype Spirit and are below possessor's level for 2 rounds, with this effect not stacking
Perform Spirit-Sensing Mudra- (Active Ability, Shrine Maiden) Possessor may spend an action to determine if any enemy in the same battlespace possesses the subtype Spirit, possessor may instead choose to determine if the current area of a random quest or random dungeon's encounter tables contain enemies with the subtype Spirit provided no enemies on said tables are above Level 40 or more than double caster's Level
Spirit-Hunting Strike- (Technique Ability, Shrine Maiden) Possessor may use 'Spirit-Hunting Strike' in conjunction with a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Weilder of Spiritual Talismans- (Passive Ability, Shrine Maiden) Possessor's Accessories whose names include "Talisman" gain an additional +5% Dodge against Spirits (to a maximum of 15% across all affected items), +5% Resilience against Spirits (to a maximum of 15% across all affected items) and +500 Defense against Spirits



Weapons-
*Mortiis Finallis- (Weapon, Other: Weapon of Legend, Darkness & Magic & Physical, Lv. 79, X Gold) +300,000 Melee Attack, Wielder pierces 300,000 Defense, 156% Critical, +156% Critical, 60% inflicts Instant Death, This item possesses the subtype Scythe, Individuals below Level 84 may not resurrect individuals killed by wielder, Wielder ignores the Instant Death Resistance and Immunity of individuals below Level 80, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x# to bypass Level 80 barrier)
Force of Noble Global Resistance- (Weapon, Force, Hope & Earth & Chaos, 700,000,000 Gold) +700,000 Melee Attack, +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 to all stats, Wielder and wielder's allies may each, up to once per battle, choose to automatically recover from a negative status effect from a source below Level 80 immediately after it is inflicted as an effect that does not stack across multiple copies of this item, Wielder may not be prevented from performing counters by sources below Level 80, Charm Immunity, 30% Dominion Resistance, Wielder must be Level 60 or greater


Armor-
*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'

Accessories-
*The Silver Mask- (Accessory Aspect: The Silver Implements, Mask, Mystic & Illusion, X Gold) +1,000,000 Defense, Wearer may choose at the beginning of any round to gain or become solely any number of base entity subtypes as a non-stacking buff, Wearer's stats cannot be scanned by sources below Level 80, Wearer is Immune to sources below Level 40
*The Silver Ring- (Accessory Aspect: The Silver Implements, Ring, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 MIN, +1,000,000 SPI, Summons below Level 80 that are 5 or more Levels below wearer cannot negatively effect wearer, Wielder may spend an action to give a target a non-stacking buff that gives it 30% Base Element Resistance and Minor Negative Status Effect Immunity
*The Silver Feather- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) +1,000,000 SPI, Up to 200 times per round, when one of wielder's summons is unsummoned by an entity below Level 81, wielder may immediately resummon it, Wielder may spend an action to give all of wielder's allies, including wielder, a non-stacking buff that provides +160% Resilience and +1,000,000 Defense
*The Silver Flask- (Accessory Aspect: The Silver Implements, Container, Mystic & Life, X Gold) +10,000,000 HP as a non-stacking bonus, +10,000,000 MP as a non-stacking bonus, Wielder regenerates 1,000,000 HP at the start of each round, Wielder regenerates 1,000,000 MP at the start of each round, Ritual Magic spells cost wielder 10,000,000 less MP to cast
*The Silver Cage- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, Wielder's summons cannot be uncontrolled, Wielder gains a pet slot, Wielder may spend an action to resurrect a pet, Wielder may spend an action to summon a Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon that is below Level 80 and normally fightable for drops on the Enemy List, Wielder may treat wielder's summoned Celestials, Angels, Devas, Illuminated, Elementals, Spirits, Primes, Daemons, Devils, and Demons as though they additionally possessed any combination of the subtypes Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon

Expert Void Accessory-
*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'

Spells-
4/4 (1 Swapped for Undead Pet Slot)
Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater
Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater


Astral Magic-Only Spell Slots-
0/10

Biomancy Spell Slots-
0/10

Force Magic-Only Spell Slots-
0/10

Necromancy-Only Spell Slots-
9/10
Craft Undead Masterwork- (Spell, Necromancy, Darkness, 2,000,000 MP, 225,000,000 Gold) Caster summons 1 Undead from the Enemy List that is normally fightable for drops that is below Level 80 and below caster's Level, Said summon's natural name includes 'Necromantic Masterwork ' at is start, Said summon's natural Level may become equal to any value up to either caster's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This action requires 3 actions worth of charge-up, This spell may summon a max of 1 entity per thread, Caster must be Level 40 or greater
Dead Cosmos Missile- (Spell, Necromancy, Darkness & Astral, 75,000,000 Gold) +75,000 Magical Attack, this action may gain '5 hits against 500' and deal 1/50 Damage, 5% inflicts Instant Death, 75% inflicts Voidstruck or Voidstruck: Astral Echoes, Caster must be Level 40 or greater and must possess the abilities Necromancer and Astromancer
Death-Lord's Command- (Spell, Necromancy, Darkness & Psychic, 2,000,000 MP, 200,000,000 Gold) Target dead individual below Level 80 that is not Immune to Dominion that is not 5 or more Levels greater than caster, to a max of once per round per individual, performs an action with all decisions controlled by caster, Caster must be Level 40 or greater
Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
Meditation of the Undying Void- (Spell, Necromancy, Void, 500,000 MP, 50,000,000 Gold) Caster suffers no effects from debuffs from sources below Level 60 if caster is an Undead, Caster must be Level 40 or greater
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Skull-Moon's Laughter- (Spell, Necromancy, Darkness, 600,000 MP, 125,000,000 Gold) +125,000 Magical Attack, 100% inflicts Confusion: Overcome with Laughter, 5% inflicts Instant Death, target obtains a debuff that provides -3,500 to all stats as a non-stacking effect, May gain '1 hit against 5' and deal 1/10 Damage, Caster must be Level 40 or greater and must possess the ability 'Adept Necromancer' or the ability 'Astronomer of the Dead-Realms'
Skull Moon's Omen- (Spell, Necromancy, Darkess & Fate, 850,000 MP, 90,000,000 Gold) 50% inflicts Instant Death: Doomed on all opponents, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement'
Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater

Transmutation-Only Spell Slots-
0/10

Umbramancy-Only Spell Slots-
0/10

Knowledge Spell Slots-
1/5
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times

Law Spell Slots-
1/5
Supreme Court Order: Halt Zonal Redevelopment- (Spell, Other: Litigamancy, Earth & Law, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, with this effect being a non-stacking buff on caster, Caster must be Level 40 or greater


Numerals Spell Slots-
0/5

Truth Spell Slots-
0/5

Void Spell Slots-
2/5
Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater

Pets-
(Standard Slot)
*Timorius of the Awoken Grave- (Pet, Undead, Hope & Earth, Lv.60, 360,000,000 Gold)
HP- 6,450,000
MP- 4,650,000
STR- 65,000
AGI- 45,000
CON- 45,000
MIN- 45,000
SPI- 45,000
XP- 0
XP Needed- 18,140,000 (Standard Multiplier x2)
Minimum Level- 1
Defense- 31,500
Defense against Stat Damage- 6,800
Critical Chance- 87%
Resilience- 84%
To Hit- 185%
Dodge- 81%
Resistances and Immunities- 90% Hope Resistance, 90% Earth Resistance, 90% Darkness Resistance, 70% Physical Resistance, 70% Psychic Resistance, 40% Water Resistance, 40% Fire Resistance, 20% War Resistance, 20% Glory Resistance, Pain Immunity, Poison Immunity, Diseased Immunity, Fatigue Immunity, Hexed Immunity, Voidstruck Immunity, Zealblasted Immunity, 120% Minor Status Effect Resistance, 60% Moderate Status Effect Resistance, 20% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Knight of the Grave- Possessor gains +45,000 STR, +45,000 CON, +35,000 Defense, and may choose to count as possessing the subtype Human, Constant Effect
Enchanted Shield and Armor- Possessor obtains +35,000 Defense and +84% Resilience, Constant Effect
Stoic- Possessor may choose up to twelve times per thread to not be afflicted with a minor negative status effect that possessor would otherwise be afflicted with, Possessor may choose up to six times per thread to not be afflicted with a moderate negative status effect that possessor would otherwise be afflicted with, Constant Effect
Reflect Necromancy- Possessor may choose to have a 50% chance of reflecting actions that involve the casting of a Necromancy spell that come from a source below Level 80, Constant Effect
Supreme Protection- Possessor is Immune to individuals below Level 20, possessor obtains +45,000 CON, possessor obtains +35,000 Defense, and possessor may choose up to one time per thread to not be afflicted with a major negative status effect that possessor would otherwise be afflicted with, Constant Effect
Abilities-
Blade of Timorius- 31,000 Damage, Demons have their Resilience reduced by 84% for purposes of this action, This action gains +84% Critical against Demons, Hope & Darkness or Hope & Earth, 0 MP
Graveshield- +70,000 Defense, target ignores the next 1,000,000 HP worth of HP Damage that would be dealt to it, does not stack, Earth or Earth & Darkness, 51 MP
Dark Healing- 225,000 Damage, Heals, Cures two minor negative status effects, Darkness, 25 MP
Spiritual Ward- +70,000 Defense, +10,000 Defense against SPI Damage, Target gains Hexed Immunity, Stat Drain Immunity, Stat Drain: SPI Drain Immunity, and Voidstruck Immunity, does not stack, Hope & Darkness, 2,500 MP
Arx Tellurus- 64,100 Damage, 200% inflicts Zealblasted, 200% may inflict Voidstruck, 2 hits against 3, Hope & Darkness, 5,600 MP
Banishing Strike- 27,500 Damage, 80% unsummons Demons below Level 81, Hope or Darkness & Hope or Hope & Spatial, 17,700 MP
Mass Dark Healing- 225,000 Damage, Heals, Cures two minor negative status effects, 1 hit against 2,000,000, Darkness, 60,000 MP
Mass Spiritual Ward- +70,000 Defense, +10,000 Defense against SPI Damage, Target gains Hexed Immunity, Stat Drain Immunity, Stat Drain: SPI Drain Immunity, and Voidstruck Immunity, does not stack, 1 hit against 2,000,000, Hope & Darkness, 120,000 MP
Shadow's Comfort- Target does not take damage from effects attached to Zones that come from sources below Level 80, Effects attached to Zones, Terrain, or Phantom Terrain that come from sources below Level 80 cannot place debuffs on target or inflict minor or moderate negative status effects on target, Darkness, does not stack, 80,000 MP
Graveshield Blast- (100,000 * (The number of Graveshield buffs present on individuals in the same battlespace as caster, to a max of 12)) Flat Earth & Darkness element Damage, 1 hit against (1,000,000 * (The number of Graveshield buffs present on individuals in the same battlespace as caster, to a max of 12)), Darkness & Earth, 100,000 MP
Legion of the Fallen- 140,000 Damage, this action may not be countered by individuals below Level 80, Caster may replicate the effect of up to 100 offensive actions performable by entities on the enemy list that are below Level 40, are below caster's Level, are Undead, and are normally fightable for drops, doing so as though said monster is performing said ability, provided that all such actions only target opponents of caster and/or their replicated sources, 1 hit against 50,000,000, Darkness & Hope, 550,000 MP
Second Chance- Resurrects target, to a max of once per tarfget per thread, provided target was not killed by a source of Level 80 or greater, Hope, 400,000 MP
Tiar Tellurus- 95,000 Damage, 200% inflicts Zealblasted, Instances of Zealblasted inflicted by this action possess no natural per-round recovery rate, the first time an individual is cured of an instance of Zealblasted inflicted by this specific action (but not other actions using this same ability, even if performed by the same source) by an ally or the first such time such an instance of Zealblasted is replaced by a different instance of Zealblasted by such an allied source, all allies of said status effect's possessor (including said status effect's possessor) are dealt 100,000 Flat Hope & Darkness element Damage (with any one entity taking a max of 100,000,000 Damage in a round from all instances of this effect), 1 hit against 2,000,000, Hope & Darkness, 100,000 MP
Seven Blades- Caster obtains a buff that allows caster, whenever a lower Level ally of caster is attacked by an opponent, up to 7 times per instance of said buff, to deal 300,000 Flat Physical element Damage to said attacker, with said Damage being dealt before said attack to targets that are below Level 60 and after said attack to all other such targets, does not stack, Physical & Magic, 700,000 MP

(Silver Cage Slot)
Dragon of the Root- (Pet, Dragon, Earth & Life, Lv.65, 500,000,000 Gold)
HP- 15,000,000
MP- 15,000,000
STR- 80,000
AGI- 73,500
CON- 89,000
MIN- 71,450
SPI- 74,320
XP- 0
XP Needed- 76,920,000 (Standard Multiplier x6)
Minimum Level- 65
Defense- 80,000
Defense against Stat Damage- 3,000
Critical Chance- 85%
Resilience- 105%
To Hit- 182%
Dodge- 50%
Resistances and Immunities- Absorbs Earth, Absorbs Life, 200% Destruction Weakness, Entombed Immunity, 130% Minor Status Effect Resistance, 65% Moderate Status Effect Resistance, 10% Major Status Effect Resistance, Dragon Traits
Prime Attribute- Two Highest Stats
Constant Effects-
Of the Root- Possessor gains +35,000,000 HP, Possessor's controller's base stats increase by 1 as a non-stacking effect, Constant Effect
Massive- Possessor gains +20,000,000 HP, +30,000 STR, +30,000 CON, and may count as up to 40 individuals in its row for row-order-determining purposes, Constant Effect
Holy Powerfont- Possessor may be equipped in its minimum Level form by individuals of any Level, Constant Effect
Root of Life- Possessor's opponents of lower Level may not summon without possessor's permission, Constant Effect
Abilities-
Eyes of Overwhelming Life- 180,000 Damage, May Heal, 100% may inflict Awestruck: Lifeforce Overload, May provide a non-stacking buff that provides +35,000 CON and +1,500,000 HP, Life, 0 MP
Collapsing-Land Breath- 200,000 Damage, This action may destroy up to 200 terrains, zone, and phantom terrains from sources below Level 65 who are below caster's Level, Deals 40,000 additional Damage for each terrain, zone, or phantom terrain that it destroys, 1 hit against 20,000, Earth, 0 MP
Taste of the Root- 500,000 Damage, Heals, Cures up to 2 minor or moderate negative status effects or debuffs from sources below Level 70, Life or Earth or Life & Earth, 500,000 MP
Root of Health- Target regenerates 1,000,000 HP, Life, 500,000 MP
Root of Magic- Target regenerates 1,000,000 MP, Magic, 500,000 MP

(Expert Deathless One Slot)
"Gladius" (Level 79 Undead Masterwork Bane Sovereign via 'Accompanied By Deathless Guardians')

(Deathless One Slot)
!Cityback Fossil-Gargantua
Level 76 Elite
Undead, Time
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Light, Absorbs Darkness, Absorbs Earth, Absorbs Time, Reflects Fate, Reflects Spatial, Water Immunity, Fire Immunity, Destruction Immunity, 80% Physical Resistance, 20% Base Element Resistance, Poison Immunity, Paralyzed Immunity, Pain Immunity, Confusion Immunity, Diseased Immunity, Impaired Immunity, Hexed Immunity, Drowning Immunity, Frozen Immunity, Burning Immunity, Entombed Immunity, Awestruck Immunity, Voidstruck Immunity, Wounded Immunity, Petrified Immunity, Cursed Immunity, Instant Death Immunity, 304% Minor Status Effect Resistance, 152% Moderate Status Effect Resistance, 76% Major Status Effect Resistance
Prime Attribute- Strength + Constitution
Constant Effects-
Ossified Invulnerability- Possessor may choose to additionally possess the subtype Golem, Possessor gains +# HP, Possessor gains +# Defense, Possessor gains +#% Resilience, Possessor cannot be Criticalled by sources below Level 80, Possessor suffers no negative effects from the status effect Petrified or its sub-status effect, Possessor takes half Damage from sources below Level 80, Constant Effect
Bearer of the Dead City- At the start of each round, possessor may summon up to 200 Undead below Level 80 that are normally fightable for drops on the enemy list, These summons, at the time of their summoning, acquire a non-stacking buff that provides +# Defense and Petrification Immunity, These summons may be summoned into either the battlespace possessor is in or into possessor's passenger capacity (assuming room for them exists there), Constant Effect
Endless Fossil Walls from Ground and Sky- Possessor and possessor's allies gain +# Defense and gain a 75% chance of ignoring attacks from sources below Level 80, Constant Effect
Gargantuan- Possessor gains +# HP, +# STR, +# CON, +# Defense, and may count as up to 2,000,000 entities for row-order purposes, Constant Effect
Passenger Capacity (40,000,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Menace (Level 50-99)- 25% Cured of any negative effect from a source below level 100 at the start of each action with a separate roll for each effect, Cured of any negative effect from a source below level 50 at the start of each action, Minor Status Effect Immunity, (Level x 2)% Moderate Status Effect Resistance, (Level / 2)% Major Status Effect Resistance, 75% Possessor gains an extra action this round, 50% Possessor gains a different extra action this round, Debuffs and buffs with possessor as a source cannot be removed by individuals below Level 50, Constant Effect
Abilities-
Gigas Stomp- # Damage, 300% inflicts Fatigued: Stun, 1 hit against 4,000,000, Physical or Earth, 0 MP
Devour Light- # Damage, Deals MP Drain, Additionally deals HP Drain to Light-element Targets, All Light element buffs on targets from sources below Level 99 are removed, All Light element gear equipped by targets that is worth under 200,000,000 Gold that is non-unique may be destroyed, Caster may destroy up to 4,000,000 Zones of Light, 1 hit against 4,000,000, Darkness or Hunger, 0 MP
Devour Life- # Damage, Deals HP Drain, 1 hit against 4,000,000, Darkness or Blood or Life, 0 MP
Trample- # Damage, 250% inflicts Fatigued: Stun, Deals full Damage to the back row, 1 hit against 400,000,000, Physical or Earth, 0 MP
40,000,000 Year Roar- # Damage, 400% inflicts Fatigued: Elderly, 100% inflicts Instant Death on entities who were afflicted with Fatigued: Elderly at the start of this action, 1 hit against 400,000,000, Sonic & Time, # MP
Reality Flip- Caster may choose to have a 30% chance of inflicting Vanished on up to 100,000,000 opponents, caster may then choose to create a battlespace so long as no entity of Level 80 or greater in any battlespace objects, caster may then choose to enter another existing battlespace so long as no entity of Level 96 or greater in caster's battlespace or the battlespace caster would enter object, Spatial or Spatial & Earth, # MP
Invulnerability Ward- Target gains +# Defense, gains +#% Resilience, gains Physical Immunity to sources below Level 80, gains Magic Immunity to sources below Level 80, cannot be criticalled by sources below Level 80, and is Immune to sources below Level 60, does not stack, Warding, # MP
Dark and Hollow Wind- # Damage, # CON Damage, # MIN Damage, # SPI Damage, 1,000% inflicts Hexed, 300% inflicts Suffocation, 300% inflicts Voidstruck, 100% inflicts Instant Death, 100% inflicts Cursed, 1 hit against 50,000,000, Darkness & Air & Sonic & Void, # MP
Giga Gravity Crunch- # Damage, Targets acquire a non-stacking debuff that halves its possessor's turn-order-determining stat sum for turn-order-determining purposes, to a minimum of 1, Targets are moved to the row of caster's choice in the row-order-formation of caster's choice, 400% inflicts Antimatter: Gravity Lock, 400% inflicts Antimatter: Gravity Lock: Gravity Well, 1 hit against 80,000,000, Darkness & Technology, # MP
Ossify Buffs- Buffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring, their normal ending conditions occurring, or not being carried in buff slots between battles, Target gains 5 buff slots as a non-stacking buff, Earth & Time, # MP
Ossify Debuffs- Debuffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring or their normal ending conditions occurring, Target loses 5 buff slots as a non-stacking debuff, Earth & Time, # MP
Fossilize- 100% inflicts Petrified, 1 hit against 80,000,000, Earth or Darkness or Darkness & Earth, # MP
Drops-
# Gold
# XP
100% Square Mile of Domain of Fossils and Caged Stars on a Random Plane- (Item, Property, Earth & Time & Darkness & Life & Warding, 20,000,000 Gold)



Unequipped Stuff in "Hammerspace" & "Storing Treasures Nowhere"
(X/220)

*The Silver Implements- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x13)

*The Silver Implements- (Accessoryx5 Aspect: The Silver Implements, Magic Item, Mystic & Spatial & Time & Blood & Warding & Life & Fate & Dopple & Illusion & Wealth & Aether & Knowledge & Color, X Gold) Wielder may equip any number of Aspects of this Aspect's artifact slotlessly, Wielder cannot equip other weapons or accessories

*The Silver Timepiece- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Whenever one of wielder's actions that involves the casting of a Ritual Magic spell would be interrupted by a counter that would cause the action to fail, the action to be cancelled, or wielder to die, wielder may choose to have a 50% chance of, assuming no entity of Level 80 or greater in any battlespace objects, resetting the round to the round's start, Once per battle, as an effect that cannot be reset or replicated, wielder may, assuming no entity of Level 80 or greater in any battlespace objects, reset battle to a designated earlier point, Once per battle, wielder may prevent battle from being reset to an earlier source by a source below Level 80, Wielder and wielder's allies gain Fatigued: Elderly Immunity, Wielder may spend an action to give a target Fatigued: Elderly Immunity and 30% Petrified: Time Stop Resistance

*The Silver Knife- (Weapon Aspect: The Silver Implements, Knife, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may deal HP Drain instead of HP Damage, Wielder deals MP Drain in addition to HP Drain

*The Silver Chain- (Weapon Aspect: The Silver Implements, Whip, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, +1,000,000 CON, Entities below Level 80 may not leave wielder's battlespace without wielder's permission, Wielder may choose to link wielder's HP or MP to the HP or MP (being able to link HP to MP if desired in addition to HP to HP or MP to MP) of any one willing ally at the start of each round, with this effect being a non-stacking buff

*The Silver Spectacles- (Accessory Aspect: The Silver Implements, Eyewear, Mystic & Fate, X Gold) +1,000,000 MIN, +10,000,000 MP as a non-stacking bonus, Wielder may delay wielder's actions up to 1,000,000,000 rounds, Wielder may ignore Dodge increases caused by buffs from sources below Level 80, Wielder may spend an action to scan an individual's stats, with this scan attempt being unable to fail if target is below Level 75, Wielder gains +160% To Hit against Fate element targets

*The Silver Mirror- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Once per round, wielder may reflect an attack from a source below Level 80, Wielder counts as possessing as many allies as wielder wishes, to a max of 1,000,000,000 additional allies, with the same Ritualist abilities as wielder and the same name as wielder, when wielder is casting Ritual Magic spells

*The Silver Compass- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) 260% To Hit, Up to 200 times per ronud, whenever a Zone, Terrain, or Phantom Terrain created by wielder would be destroyed or altered by a source below Level 81, wielder may cancel said destruction or alteration

*The Silver Basin- (Accessory Aspect: The Silver Implements, Container, Mystic & Spatial, X Gold) When wielder equips this item, this item begins providing wielder with an additional MP pool that is empty at the time of equipping but can contain a maximum amount of MP equal to this item's wielder's Max MP; this is a constantly provided effect and not a buff

*The Silver Mortar- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Wielder does not expend items that are costs of non-unique Ritual Magic spells that are worth under 100,000,000 Gold

*The Silver Disc- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 to all stats, Wielder's Ritual Magic spells may gain a 40% chance of inflicting any one major negative status effect

*The Silver Stone- (Weapon Aspect: The Silver Implements, Stone, Mystic & Life, X Gold) +1,000,000 Magical Attack, Wielder's Prime Attribute for any action may become any one stat, Wielder may choose to use the Melee Attack or Ranged Attack bonus of each equipped item as though it were instead the Magical Attack bonus of that item

*The Silver Dust- (Accessory Aspect: The Silver Implements, Magic Item, Mystic & Aether, X Gold) +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may, up to once per round, before or after any action, unsummon all opponents below Level 81, Ritual Magic spells cost wielder 100,000,000 less XP to cast, This item additionally possesses the subtype Powder

*The Silver Wheel- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Entities that are lower Level than wielder that are below Level 80 are placed below wielder in turn order if they would otherwise be assigned actions in turn order before wielder, Ritual magic spells that would take wielder more than one action to cast take half as many action, rounded down

*The Silver Coin- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Wealth, X Gold) Wielder reflects Gold Damage from lower Level sources, Ritual Magic spells cost wielder 1,000,000,000 less Gold to cast

*The Silver Sphere- (Weapon Aspect: The Silver Implements, Orb, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may spend an action to scan the stats of any number of entities, Wielder's Ritual Magic spells may scan stats, Wielder's Ritual Magic spells may target entities below Level 80 that are 5 or more Levels lower than wielder who are in other battlespaces

*The Silver Nutcracker- (Weapon Aspect: The Silver Implements, Tool, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's Ritual Magic spells ignore the Defense of targets below Level 80, Wielder's Ritual Magic spells may remove a buff from a source Level 80 or lower from each of their targets

*The Silver Needle- (Weapon Aspect: The Silver Implements, Tool, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder deals full Damage to the back row, Wielder may undo the destruction of an item, not counting through consumable charge use, by a source below Level 81 at the start of each round

*The Silver Wand- (Weapon Aspect: The Silver Implements, Wand, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder's per-item Magical Attack bonus cap becomes twice the relevant stat as a non-stacking effect, Wielder may, at the start of each round, create a Temporary copy of any Ritual Magic spell that is In Stock in the shop that is worth under 100,000,000 Gold

*The Silver Spoon- (Accessory Aspect: The Silver Implements, Tool, Mystic & Wealth, X Gold) Wielder does not consume charges from non-unique consumables, not counting Permanent Consumables, that are worth under 100,000,000 Gold

*The Silver Doll- (Weapon Aspect: The Silver Implements, Other: Toy, Mystic & Life, X Gold) +1,000,000 Magical Attack, Once per round, when an entity deals Damage to wielder, wielder may, immediately afterwards, deal said entity an equal quantity of Damage that is either the same combination of elements or that is solely Mystic element

*The Silver Diagram- (Accessory Aspect: The Silver Implements, Tome, Mystic & Knowledge, X Gold) Wielder gains 1 buff slot, Wielder gains 1 summon slot, Wielder may maintain 1 additional Circle effect, Wielder may cast unequipped Ritual Magic spells that wielder is carrying, Large Structures summoned by wielder gain a non-stacking buff that increases their stats by 100,000 points, Wielder's Large Structure allies cannot be Criticalled by sources below Level 80 and are Immune to negative status effects from sources below Level 80

*The Silver Sickle- (Weapon Aspect: The Silver Implements, Scythe, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may count as having killed up to 1,000,000 additional allies as part of the casting of a Ritual Magic spell, Wielder's Ritual Magic spells gain '100% inflicts Instant Death on non-unique entities below Level 70'

*The Silver Shroud- (Accessory Aspect: The Silver Implements, Cloak, Mystic & Aether, X Gold) +1,000,000 Defense, +1,000,000 CON, 160% Dodge, Wielder's actions involving the casting of Ritual Magic spells may not be countered by sources below Level 80 without wielder's permission

*The Silver Paintbrush- (Weapon Aspect: The Silver Implements, Wand, Mystic & Color, X Gold) +1,000,000 Magical Attack, +10,000,000 MP as a non-stacking bonus, Wielder's actions may gain or solely become any combination of base elements, Wielder may treat Mystic, Spatial, Blood, Time, Warding, Aether, Wealth, Life, Knowledge, Dopple, Color, Fate, and Illusion as base elements, Wielder may make the actions of any individual who is either willing, one of wielder's summons, or below Level 70 solely any combination of base elements

*The Silver Torch- (Weapon Aspect: The Silver Implements, Hammer, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's summons may use wielder's turn-order-determining stat sum for turn-order-determining purposes, Wielder's summons may not be countered by sources below Level 80 without wielder's permission, Wielder's summons are cured of a debuff from a source below Level 80 at the start of each round, Debuffs from sources below Level 81 cannot reduce the To Hit of wielder or wielder's summons

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'

*Rod of the Emperor of the Undead- (Weapon, Mace, Darkness & Physical, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, Necromancy spells cast by wielder cost 40,000 less MP to cast, Necromancy spells cast by wielder that possess a Magical Attack bonus gain +400,000 additional Magical Attack, Wielder's Undead pets and summons gain +40,000 to all stats as a non-stacking bonus if none of possessor's opponents is Level 60 or greater, 30% Darkness Resistance, 100% inflicts Voidstruck

Juggernaut Force- (Weapon, Force, Physical & Glory & Magic, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80, Wielder must be Level 60 or greater and must possesses the ability 'Adept Force Training', 'Adept Grand Armor Mastery', or 'Unstoppable'

*Supreme Raiment of the Emperor of the Undead- (Armor, Clothes, Darkness & Air, 450,000,000 Gold) +450,000 Defense, +400,000 MIN, Wearer's Undead pets and summons gain +40,000 to all stats as a non-stacking bonus if none of possessor's opponents is Level 60 or greater, if possessor possesses the abilities Necromancer and Commander, and if none of wearer's opponents is a Unit, Wearer's Undead pets and summons gain +8,000 to all stats and +80,000 HP, 40% Darkness Resistance, 35% Ice Resistance, 35% Electrical Resistance, 30% Physical Resistance, Poison Immunity, Pain Immunity, Diseased Immunity, Fatigued Immunity

*Ancestral Hiebarric Grandmaster's Hat: High Priest of the Tower of the Dead- (Accessory, Hat, Darkness & Magic, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Defense, +80,000 MIN, +80,000 SPI, +2 Range, +5 Leadership, Necromancy and Divine Magic spells cost wielder 80,000 less MP, 40% Darkness Resistance, 15% Undead Resistance, Wielder controls the actions of lower-Level Undead below Level 60, If an opposing summon dies, wielder may, up to 12 times per round, summon an entity that is on its Hiebarric Summon List that is an Undead that is of equal or lower Level than said opposing summon, Wielder must be Level 40 or greater and must possess the ability 'Hiebarric Summoner'

*The Iron Mask of Icelord Khezdor- (Accessory, Mask, Ice, Lv. 59, 104,400,000 Gold) +100,000 Melee Attack, +104,000 Ranged Attack if wielder has a Bow equipped, +104,000 Magical Attack, +104,000 Defense, +100,000 to all stats, +208,000 Defense against Ice, 40% Ice Resistance, 20% Fire Weakness, 118% Critical, 114% Dodge, 218% To Hit, 118% Resilience, Ice element spells wearer casts cost 1,400,000 less MP, wearer regenerates 1,000,000 HP and 1,000,000 MP each time wielder kills a target with an Ice element attack, to a max of 65 times per round, wearer regenerates 1,000,000 HP at the start of every round while in a Zone of Ice, 25% Monster Resistance, 25% Humanoid Resistance, 25% Fae Resistance, 25% Human Resistance, Wearer has a 25% chance of ignoring offensive actions from individuals level 73 or lower, Wearer may choose at the beginning of a thread to make this item’s elements Ice & Darkness, Wearer, if a Fae, may choose to lose any abilities whose name includes 'Iron' or 'Metal', Wearer gains Pain Immunity, Wearer must be Level 40 or greater and must be a Darkness element or Ice-element Fae, Undead, Monster, or Humanoid, Wearer, as an RP effect, loses all Fae-based vulnerabilities to all types of iron
Grants Abilities:
Benediction of the Warlord of Dark Ice- Wearer’s Ice element pets and summons gain +40,000 to all stats, 35% Ice Resistance, +103,000 Damage to all Damage-values of abilities with Damage values, and 100% Critical, Wearer’s Darkness element pets and summons gain +40,000 to all stats, 35% Darkness Resistance, +103,000 Damage to all Damage-values of abilities with Damage values, and 2% Critical, This effect does not stack, Item-Based Effect
Ice Shard Rain- 103,000 Damage, 118% inflicts Wounded, 118% inflicts Weaknened, 70% may inflict Voidstruck, 1 hit against 800,000, Ice, 900 MP
Declare Doom- Inflicts Hexed, Hexed: Backlash, and Stat Drain, 15% inflicts Instant Death: Doomed, Darkness, 2,300 MP
Call the Dark Fae of Winter- Caster summons 30 Fae below Level 59 that are Darkness or Ice element that are normally fightable for drops on the Enemy List, Max 800 summoned, Ice & Darkness, 100,000 MP
Call the Hordes of the North- Caster summons 200 Undead, Monsters, or Humanoids below Level 39 that are Darkness or Ice element that are normally fightable for drops on the Enemy List, Max 800 summoned, Ice & Darkness, 100,000 MP
Summon the Dark Arrow- Caster's next 'Ranged Attack' or 'Snipe' action deals triple Damage (to a max of 300,000,000 additional Damage) to Humans, Humanoids, Monsters, and Fae below Level 50, does not stack, Darkness & Air or Darkness & Ice, 200,000 MP
Icy Garden of Departed Spirits- Caster attaches an effect to a Zone of Ice or Darkness that prevents opponents below Level 60 from resurrecting individuals while in said zone or resurrecting individuals who died in said zone, Darkness or Ice, 500,000 MP
XP: 0
XP Needed: 332,800,000 (Standard Multiplier x2, Raised to x40 to bypass Level 60 cap)



Celas selects as his Fame-related Immunities Impaired and Confusion

EDIT: Also if allowed, I'd like to bring Elyion her

Suspicious Fruit From The Seed Rains
Oddly Purple Fruit From The Seed Rains
Sparkly Fruit From The Seed Rains
Curious Fruit From The Seed Rains
Helical Fruit From The Seed Rains


from the Dreaming Moon Festival.




Aeromage wrote: Celas returns to the call!



"...well, it looks like you're taking this seriously.

That's probably the best idea.

Maybe you could pick up a houseplant or two yourself, you know?

...although I don't think death magic gets on well with living things.

That might be another one of those weird schools of Necromancy you could look into, I suppose...

...no, not druidic necromancy.

That's probably a thing.

I'm pretty sure it's a thing.

It's a thing you've already gotten a foot in the door of, in fact...

...although maybe Blight Magic isn't your cup of death-tea.

I meant life-necromancy.

...then again, that's probably just Healer Magic.

Does this mean doctors were secretly necromancers all along?

...what a twist.

I guess that explains why there's always one of those hanging skeletons in medical places...

...

...anyway.

I've just got to make a couple of tweaks to things first...

...to that shiny new Artifact of yours, for example.

The big guy decreed it isn't as powerful anymore.

...well, mechanics-wise, anyway.

Maybe normal-wise, too.

...but look on the bright side.

Sure, it got knocked down a couple of tiers, but it's still got a whole lot of things it can do...

...and Forcystus never did get around to visiting Seirei, so it'll probably work like it's supposed to.

...I'm talking ideally, not 'as advertised'.

You don't want things working as advertised when your spokespeople are Fiends.

That's just asking for trouble.

Terrible, profitable trouble.

...I'll just make a note in my diary about something completely unrelated.

It's not all bad, though.

If I'm going to tweak your implements, I figure I may as well do the same for Miss Moneybags' fancy flower...

...going up eleven tiers is really something, you know?

I figure it's about right for the roll it's been on already.

As for the fruit thing...

The boss is making that 'eeeeeenghhhh' face.

You know the one.

...it's going to have to be a 'no' on that.

Don't get me wrong, it's not that I think it's a bad idea.

...but she did technically get those in the 'future' from her perspective.

Even though it was a while ago for you.

A long, long while ago.

...who knew celebrations could drag on so long?

...anyway.

Getting gear from the future was one of the options I gave her, and she said she wanted the death-god with the amazing hair instead.

...so she's getting your hair.

...and you attached to it, I guess.

It's a pretty sweet deal, if you ask me...

I've got a reputation to consider, you know?

I can't just be giving out bonus extras all the time, otherwise people will start raising eyebrows.

...and then everyone will be wanting me to deus all of their machina, and I just don't have the time for that.

...well, I guess I have the time for that.

I'm kind of beyond the concept of time, to be honest.

But you know what I mean, right?

It's definitely not because I'm lazy, all right?

I just have a lot of very important things to do, and it's no fun if people just get all their wishes granted with a phone call.

...there's just no drama in it.

I'm Mr. Progression, not Mr. Completion, after all.

...

...that guy doesn't exist, by the way.

So don't go getting ideas.

...

...anyway.

I'll set you up on a long-distance trip through spacetime to get you where you need to go.

...no need to do anything else.

It's completely, totally safe.

Definitely safe.

Probably safe.

Safe-ish.

...you're insured with the BA, it'll be fine.

Just make sure you don't try causing paradoxes by nuking cities or something.

We already had that.

...even if it hasn't happened yet back when she is.

And I guess one of the big locations the Rains are coming down is the forest north of that place...

...and the ocean south of it.

...

You know what?

I'm just going to unhinge you from causality a bit if you get around that area.

...I can do that.

It's no big deal...

...it's just a lot of paperwork.

A loooooooot of paperwork.

...so let's just save us both some trouble and not go sticking the entire town's population in Void-stasis until time catches up with the present, okay?

If you want to improve you guys' PR, do it without violating linear time.

...someone should probably get on that at some point, incidentally.

Improving you guys' PR, I mean, not violating linear time.

Someone already did that.

Like, a lot.

...

...well...

...thanks for calling.

This has been Mr. Progression."


*click*


The telephone is gone.
Celas' inn room is gone.
Celas is gone.

He's now somewhere else.
MODRAAAAAAAAAAAAAGE
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Celas Has A Phone Call

Post by Aeromage »

Celas was somewhere else.

Now he's somewhere else-else, and has finished what it was he was phoned up to do.

As such, this statblock-post is going to the archive, as there's nothing to update on it!

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