Anathema goes on a hunt in Seirei
Posted: Sat Jul 25, 2020 11:42 pm
This quest originally began on Jan 01, 2019.
Celas wrote: Anathema (Celas)
Level 79
Undead & Outsider, Darkness
HP- 24,375
MP- 4,550
STR: 1,437 (18)
AGI: 3,040 (30)
CON: 1,275 (15)
MIN: 242 (3)
SPI: 158 (2)
XP- 82,877,025
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 47
Devout Worshipper of Doctor Beak
Worshipper Benefits
Base:
Poison Expertise- Possessor's attacks gain a (Possessor Level)% chance of inflicting Poison, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak
Cost: Automatically Obtained Upon Meeting Prerequisities
Plaguemaster's Servant- Possessor's attacks gain a (Possessor Level)% chance of inflicting Disease, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak
Cost: Automatically Obtained Upon Meeting Prerequisities
Resistance to Poisons and Diseases- If possessor is Level 5 or greater, possessor gains +15% Poison Resistance and +15% Disease Resistance, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 5
Cost: Automatically Obtained Upon Meeting Prerequisities
Craft Disease- If possessor is Level 5 or greater, possessor may spend an action to have a 70% chance of inflicting Disease on a target, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 5
Cost: Not Available
Dark Healer- If possessor is Level 10 or greater, Darkness element spells that possessor casts that Heal HP heal an additional 500 points, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 10
Cost: Automatically Obtained Upon Meeting Prerequisities
Doctor's Presence- If possessor is Level 10 or greater, possessor's allies (including possessor) gain 5% Poison Resistance and 5% Disease Resistance, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 10
Cost: Not Available
Plague Meditation- If possessor is Level 12 or greater, possessor may choose at the beginning of a round to not be able to take any actions during that round, with things that would occur before and after said skipped actions still occurring, and, if possessor chooses such, possessor suffers no HP Reduction from the status effect Diseased that round, instead regenerating an amount of HP to the amount of HP that any such avoided HP Reduction would have consisted of (with the HP Reduction being referenced here being the status effect Diseased's normal HP Reduction, along with an additional amonut of similar HP Reduction added to said effect), Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 12
Cost: Automatically Obtained Upon Meeting Prerequisities
Special:
Messiah of the Reborn Plague- (Worshipper Benefit, Doctor Beak) Possessor is Immune to Plague. Possessor may spend an action to inflict Plague on each individual in possessor's battlespace that previously was afflicted with Plague or one of its sub-status effects. Possessor's base stats are increased by 1. Possessor is Immune to Smitten: Excommunicated.
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. 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. User must be in the front row.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Archpoisoner of 1,000 Venoms
Apprentice Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats for each Toxin element item equipped, Possessor's Toxin element pets and summons gain +250 to all stats
Archpoisoner of 1,000 Venoms- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor ignores (1 * (Possessor Level/5), rounded down)% Toxin Resistance, Possessor ignores Toxin Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Toxin's Dominion- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Toxin
Basic Affinity to Healing Via Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor obtains Toxin element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element pets and summons gain +50 to all stats
Basic Defenses Against Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 Defense against Toxin
Basic Toxin Resistance- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 1% Toxin Resistance
Basic Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to all stats if Toxin element
Basic Understanding of the Heart of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element allies gain +10 to all stats
Basic Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats while in a Zone of Toxin
Partial Channeling of the Wrath of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Biomancer
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)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Increase Virulence- (Passive Ability, Biomancer) Possessor's chances of inflicting Diseased are increased by 20%
Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Blazing Sultan
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
-Blight Druid-
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Blight Druid- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Blight Magic spells that possessor casts that deal Stat Point Drain deal an additional +(50 * Possessor Level) points of each such stat
Foul Odor- (Passive Ability, Blight Druid) Allies and foes with a CON lower than 500 have a 5% chance of having Stun inflicted on them at the beginning of battle
Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Withering Aura- (Stance Ability, Blight Druid) All non-Blight Magic Plants takes 300 damage each time possessor has an action
-Chef-
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Poison Foodstuffs- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Poison' during said action
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0
-Clearance-
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
-Combatant-
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Flame Fist- (Technique Ability, Combatant) Possessor may use 'Flame Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist
equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
-Commander-
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
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
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
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
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
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
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
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
-Count of Blood-
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood 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 Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats for each Blood element item equipped, Possessor's Blood element pets and summons gain +250 to all stats
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Conversion- (Active Ability, Other: Count of Blood) Possessor may spend an action to convert up to 5,000 points of HP that possessor possesses into MP
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood 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 Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, 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 Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodburn- (Passive Ability, Other: Count of Blood) Possessor may pay up to 5,000 HP when casting a spell to reduce said spell's MP cost by an indentical amount
Bloodfire- (Passive Ability, Other: Count of Blood) Possessor gains +250 Magical Attack if Blood element, Possessor may add the element Blood to any of possessor's Fire-element actions
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Bloodsliding- (Passive Ability, Other: Count of Blood) Possessor gains +200 AGI if an individual present in battle is afflicted with Wounded: Bleeding
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Bloodwarp- (Passive Ability, Other: Count of Blood) If possessor is Blood element, if an individual in the same battle as possessor is afflicted with Wounded: Bleeding (including possessor), and if an individual in a different battle in the same thread is afflicted with Wounded: Bleeding, and no individual of Level 40 or greater in either the battle possessor is in or the other battle wishes to veto such, possessor may, at the beginning of any round of battle, leave the battle possessor is in and enter the other aforementioned battle
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood 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 Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Greater Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 25,000 points
Immortality Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Instant Death immunity against sources below Level 40 if possessor is Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Induce Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Pain at the start of every round
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Limited Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor gains +1% Dodge if any individual present is afflicted with Wounded: Bleeding
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Regeneritive Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Short-Distance Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a present ally, not inclding possessor, is afflicted with Wounded: Bleeding, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Veinleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a willing ally is present, not inclding possessor, inflict Wounded: Bleeding on said ally, and, if said infliction is successful, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood 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
-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
-Deathless One-
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
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
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
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
Dreaded- (Passive Ability, Deathless One) Possessor gains +5 Fame, Possessor's Confusion: Fear infliction chances are increased by 30%, Possessor's attacks deal 50,000 additional Damage
Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.
Form of Skeleton- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +10 AGI and 5% Dodge
Form of Zombie- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI (to a minimum of 1)
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
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
Leaves 8 Deathless One Bonus Weeks
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
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
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 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
Undead Weakness: Beheading- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wounded Weakness
Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Hammer, Staff, or Mace deal 500 additional Damage to possessor
Undead Weakness: Garlic- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Food consumable equipped gain +500 Defense against possessor
Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Holy Symbol equipped gain +500 Defense against possessor
Undead Weakness: Running Water- (Passive Ability, Deathless One) If possessor is Undead, any of possessor's opponents may choose to prevent possessor from leaving battle if possessor is in a Zone of Water
Undead Weakness: Stake Through the Heart- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wood Weakness
Undead Weakness: Sunlight- (Passive Ability, Deathless One) At the start of each round, if possessor is in a Zone of Light and is Undead, possessor takes 50,000 Flat Light element Damage and is afflicted with Awestruck, Possessor gains a 30% Light Weakness
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)
Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
-Diviner-
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
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
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- (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
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
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
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
-Driver-
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
-Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
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
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
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
Darkness Battle-Aura- (Stance Ability, Ebon Chancellor) Possessor deals 10,000 Flat Darkness element Damage to each opponent at the start of each round
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
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
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
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
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element Damage to up to 10 targets
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness 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 Darkness
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
Improved Zonal Darkness Empowerment- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Darkness
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Nourish Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor deals HP or MP healing to an Darkness element individual, possessor deals 300 additional 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
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Prosperous Venting of Excess Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element and performs an 'Elemental Attack' action that is solely Darkness element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Project Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Darkness
Reflect Darkness- (Passive Ability, Ebon Chancellor) Possessor Reflects Darkness against sources below Level 20 if Level 20 or greater
Stability Within Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 25% minor negative status effect resistance while in a Zone of Darkness
-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
-Gatekeeper-
Adept Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 200 points if possessor is a Outsider
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Corpsesmith's Hand-Wings- (Passive/Active Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may spend an action to create up to 20 corpses or to summon up to 20 Undead below Level 80 from the Enemy List that are normally fightable for drops, Possessor counts as possessing two additonal Weapon slots, gains +50,000 Melee Attack, and gains +50% Critical against Undead
Disease of Decaying Hours- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, instances of Diseased with possessor as a source may gain 'Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time' and may not be cured or automatically recovered from by sources below Level 60
Dusk-Bodied Twilight Colossus- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may create a Chronogeomantic Zone of Dusk at the start of end of any round and, while in a Chronogeomantic Zone of Dusk, gains +1,000,000 HP, +100,000 SPI, +100,000 CON, 100% Dodge, 100% Resilience, and may count as up to 60 individuals for row-order purposes
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time
-General-
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Offensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 50 points
Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
-Guardian-
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
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 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.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength 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 STR which stacks to a max of (20 x Possessor Level) STR.
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.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
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
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Supernatural Abilities As a Doctor Obtained by Having Death as a Godfather- (Passive Ability, Healer) Possessor may, when casting a Healing Magic spell, choose to obtain a randomly determined 'yes' or 'no' answer for each target, with said answer being permanent for the duration of the thread; possessor's Healer Magic spells may resurrect individuals who possess a 'yes' answer, Possessor may not resurrect individuals who possess a 'no' answer
-Other: Hemotheurge-
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood 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 Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
-Other: Living Legend-
A Name To Be Feared- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values
-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
-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
~Necromancer~
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
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
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
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
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
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
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Unslumbering Inner Spirit- (Passive Ability, Necromancer) Possessor gains Fatigued Immunity if possessor possesses at least one Undead ally and has at least one Necromancy spell equipped
-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fire Devil Bound to Heart- (Active Ability, Pactmaker) Possessor may take an action to gain 25% Fire Resistance, 10% Darkness Resistance, 5% Ice Weakness, +200 CON, +100 Melee Attack, and +400 Magical Attack as a Bound Devil Buff, with said buff also allowing its possessor to optionally deal 10,000 Flat Fire element Damage to any individual who Damages said possessor once per round across all such Damage sources. The Magical Attack bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 20 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
-Puppet Master-
Advanced Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 60% Charm Resistance
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
Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
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
Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
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
Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 40% Charm Resistance
Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Form of Cholkosh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and Charm: Lust Immunity
Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Form of Fulgerstahd- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and +100 Ranged Attack
Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Irrimachi- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +50 to all stats and Stat Drain: CON Drain Immunity
Form of Irrumei- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +200 SPI
Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Living Plague- (Passive Ability, Puppet Master) Possessor gains Diseased Immunity, Possessor's Diseased Immunity cannot be removed by individuals below Level 20, At the start of each round, possessor may attempt to inflict Diseased, Diseased: Immunodeficiency, or Diseased: Contagious Ailment on up to 30 targets with an 80% chance of success per target, Inflictions of Diseased and Diseased: Contagious Ailment reduce HP values by an additional amount equal to 100 HP times possessor level (to a max of Level 99), Possessor may choose, at the beginning of a thread, to add Bio-Horror to possessor's subtypes, Possessor's Ranged, Melee, and Magical Attacks gain a 90% chance of inflicting Diseased, Possessor ignores Diseased immunity on individuals below Level 20, Possessor regenerates 400 HP per round, Possessor counts as being 4 levels higher for purposes of Doctor Beak's worshipper benefits if a devout worshipper of Doctor Beak
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
Superior Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 80% Charm Resistance
-Radiant Hierophant-
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Ravager-
Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Axe
Annihilatory Malice- (Passive Ability, Ravager) Possessor's first attack of each round deals 40,000,000 additional Damage to bosses if possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Fury Burns in This Old Heart- (Passive Ability, Ravager) Possessor ignores all penalties from the ability Elderly and possesses Fatigued: Elderly Immunity, Possessor gains +25 STR, +25 CON, +25 AGI, and +25 Melee Attack, Possessor may inflict Confusion: Berserk on self 10 additional times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Languishes During Peacetime- (Passive Ability, Ravager) Possessor suffers a debuff of -200 to all stats each round that possessor does not perform an offensive action against another individual or object, this debuff stacks 200 times and all stacked instances of it are removed upon possessor conducting an offensive action against another individual or object
Raging Strike- (Technique Ability, Ravager) Possessor may use 'Raging Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if possessor is afflicted with Confusion: Berserk. Said action gains +500 Melee Attack as an uncapped bonus.
Raging Swordsmaster- (Passive Ability, Ravager) Each Sword equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
The War Is Gone, But It Still Blazes Within My Heart- (Passive Ability, Ravager) Possessor may choose to conduct an action at the end of battle; said action may not give anyone additional actions. Taking such an action counts as going a round without performing an offensive action for all purposes unless said action was an offensive action.
War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target
-Other: Reality Arranger-
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points'
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
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
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
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.
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times
-Scientist-
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
-Smith-
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Swordsmith- (Passive Ability, Smith) All Swords does +200 damage
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
-Other: Subspace Architect-
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
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 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
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-
♢Deadly Finesse- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Agility as their Prime Attribute; Possessor's per-item Melee Attack bonus capping may be based on Agility.
♢Unmatched Fencer's Grace- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Sword, Possessor gains (Possessor Level)% Dodge while wielding a Sword
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword 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 Sword
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Blade of Eternal Red- (Technique Ability, Swordsman) Possessor may use 'Blade of Eternal Red' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Damage from this attack cannot be healed by individuals below Level 60'.
Blade Parry- (Active Ability, Swordsman) This character may use Blade Parry in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains one weapon's melee attack bonus as a bonus to defense for 2 turns
Bloodcount Thrust- (Technique Ability, Swordsman) Possessor may use 'Bloodcount Thrust' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Deals HP Drain'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Colorless Slash- (Technique Ability, Swordsman) Possessor may use 'Colorless Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +800 Melee Attack, cannot be countered by individuals below Level 50, and may become solely the element 'Null' or the element 'Void'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Dead Giant's Strike- (Technique Ability, Swordsman) Possessor may use 'Dead Giant's Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +5,000 Melee Attack and replaces target's corpse with a summoned Darkness Giant if target is killed by this action, Max 10 summoned.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Forest of Silver Thorns- (Technique Ability, Swordsman) Possessor may use 'Forest of Silver Thorns' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack, gains the element Metal, and gains 'this action repeats itself after each attack that targets possessor that comes from a source with under 80% Dodge, changing its target(s) to be solely the source of said attack, with said repeated attacks not also causing attacks to be repeated, to a max of 5 times per round'.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Glory element.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
King's Blade- (Technique Ability, Swordsman) Possessor may use 'King's Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +2,500 Melee Attack, inflicts Charm on target if target is an uncontrolled summon, and becomes solely the element Nobility.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Rustblade- (Technique Ability, Swordsman) Possessor may use 'Rustblade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +300 Melee Attack and applies a debuff that stacks 200 times that provides Robots, Mechas, Clockworks, and Machines with -300 Defense.
Screaming Terrorstrike- (Technique Ability, Swordsman) Possesor may use 'Screaming Terrorstrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +4,000 Melee Attack and '80% inflicts Confusion: Fear'.
Second Sword's Shadow- (Technique Ability, Swordsman) Possessor may use 'Second Sword's Shadow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +250 Melee Attack, gains +5% To Hit, and, for the duration of said action, possessor may create a Temporary copy of a Sword wielded by possessor worth under 50,000,000 Gold, equipping that in any one empty weapon slot of possessor's.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' 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.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
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
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.
-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
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
-War Mage-
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack; All War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
-Warlock-
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threadsApprentice 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
- Curse of Withered Flesh- (Passive Ability, Curse) -500 STR, -500 CON, Possessor's Charm infliction chances are reduced by 30%
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
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
Wracking Spell- (Technique Ability, Warlock) Possessor may use Wracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting
-Warlord-
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid 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
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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
-Misc-
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 Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessing of Doctor Beak- (Passive Ability, Blessing) Possessor is immune to Disease, with this effect counting as though it came from a source that is either its possessor's level or level 80, whichever is higher, to a max of level 100, Possessor's offensive actions may attempt to inflict Disease with a (30 + possessor level)% chance of doing so, Possessor may deal (2 x possessor level) additional stat damage to any stat as part of any offensive action, 15% Darkness Resistance, Possessor regenerates 1,000 HP per round while any opponent is afflicted with Disease, Possessor counts as being 3 levels higher for purposes of being a worshipper of Doctor Beak
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Combat Flute Use- (Passive Ability, Musician) Possessor gains +200 Melee Attack if possessor has an instrument with 'Flute' or 'Lute' or 'Recorder' in its name equipped; said bonus increases to +1,000 and becomes an uncapped, nonstacking bonus for purposes of offensive actions targetting only individiuals afflicted with Fatigued: Stun
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Essence Algorithm: Seafoam Paladin- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 15, CON 15, AGI 10, MIN 10, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Seafoam Paladin', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Has Consumed 5 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +250 Melee Attack, Cannot be used in combos
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Raging Coaching- (Passive Ability, Leadership) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
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
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
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
♢Weapon Combination: Bailartix and Blade- (Technique Ability, Soldreidrethanoi) Possessor may use 'Weapon Combination: Bailartix and Blade' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has both a Bailartix and a Sword equipped. Said action's performer's equipped Swords have their Melee Attack bonuses incorporated into said action as equal Ranged Attack bonuses.
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
*Instrument of Old Yazbellan: The Flayer of Angels- (Passive Ability Aspect: The Angel Flayer's Knives, Curse) Possessor, in RP threads, unless Prioress Seretian objects, has its location and general status semi-regularly broadcast to Celestials, Angels, and Devas between Level 60 and Level 99 with the rough range of an average solar-system's diameter and attracts the focused ire of these beings; For each unique entity attracted by this Curse that possessor defeats and flays/dissects/vivisects, possessor, in addition to entity-specific rewards, gains an Indexed Aspect for this ability's Artifact; This Curse tracks how many of these entities have been defeated, and, once 13 have been defeated, its owner may make the choice between keeping the Artifact associated with it or unbinding and losing it
Weapons-
*The Angel Flayer's Knives- (Weapon Aspect: The Angel Flayer's Knives, Knife, Darkness & Physical, X Gold) +2,000,000 Melee Attack, +2,000,000 STR, +2,000,000 AGI, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Agility or (Agility + Mind)/2 as their Prime Attribute, 400% inflicts Pain, 300% inflicts Wounded, 300% inflicts Wounded: Bleeding, 300% inflicts Wounded: Maimed, 300% inflicts Wounded: Laid Open, Wielder's first hit of wielder's first attack each round that deals non-Healing Damage to each entity that is an Angel, Arch-Angel, Celestial, Arch-Celestial, Deva, Arch-Deva, or Radiant has said quantity of Damage increased by 20,000,000 points as a non-stacking bonus, This item additionally possesses the subtype Tool
*Grailbleeder- (Weapon Aspect- Blood Grail of the Red Sun Prince, Sword, Darkness & Nobility & Destruction, X Gold) +50,000 Melee Attack, +49,500 Magical Attack, 110% Critical, 110% Dodge, 210% To Hit, 110% Resilience, 35% Physical Resistance, 35% Blood Resistance, 150% may inflict Voidstruck: Blood Rebellion, 150% may inflict Wounded: Maimed, Deals HP Drain and MP Drain, May become a Fist Weapon at the start of a thread, Wielder may spend an action to make this item solely Blood element
Armor-
Soulflame Wayfarer's Longcoat- (Armor, Light Armor, Darkness & Light & Mystic & Fire & Hope, 5,500,000 Gold) +5,500 Defense, +5,400 Melee Attack, +5,200 Magical Attack, +3,985 Ranged Attack, +500 Defense against SPI Damage, 60% Resilience, 165% To Hit, 60% Critical, Wielder's 'Melee Attack' actions may count as including a Spirit Magic spell and/or may gain both the element Mystic and the element Fire (choosing both together as one choice), 30% Physical Resistance, 30% Magic Resistance
Accessories-
*Blood Grail of the Red Sun Prince- (Accessory Aspect- Blood Grail of the Red Sun Prince, Magic Item, Darkness & Nobility, X Gold) +49,000 to all stats, +49,000 Magical Attack, +1,800,000 HP, +1,800,000 MP, Wielder regenerates 500,000 HP and 500,000 MP per round at the start of the round, Wielder’s Undead pets and summons, Necromancy summons, and Dark Magic summons gain +20,000 to all stats and regenerate 500,000 HP per round, This item auto-inflicts Rejuvenation on wielder and all of wielder’s allies and summons that are either Undead or come from Dark Magic or Necromancy, with said infliction occurring upon summoning for summons and at the start of each round for all said individuals, HP Drain that would affect wielder from sources that are below level 79 becomes HP Damage instead, MP Drain that would affect wielder from sources that are below level 79 become MP Damage instead, Wielder's Undead pets and summons gain Immunity to Pain, Poison, Disease, Fatigue, Charm, and Impaired, along with immunity to Dominion from sources below level 60, Wielder may spend an action to become solely Astral, Nobility, Blood, Darkness, Light, or Destruction element, Wielder's Undead pets and summons gain +10,000 to all stats (on top of the prior bonus to summons' stats), 30% Astral Resistance, 35% Blood Resistance, 30% Darkness Resistance, 30% Light Resistance. Undead summoned by wielder may, when summoned, become solely Blood element and lose any Light Weakness they possess. Non-undead who are not named 'Celas' may not equip this item, This item normally only works for Undead, but Beak messed with it and changed that to make Celas an exception as an RP effect
*Heart of the Balanced Combatant- (Accessory, Bioaugmentation, Physical, 100,000,000 Gold) Wielder's base stats that are at least 11 increase by 1
*Larry the Catfish's Lensed Hat- (Accessory, Hat, Technology, 60,000,000 Gold) +60,000 MIN, Wearer may choose to become afflicted with Confusion: Enraged at the start of any round or action, Wearer may scan a single target's stats at the start of each round if said target is not transformed, Wearer gains 180% To Hit, Wearer's second hit of each attack suffers no To Hit penalty
*The Angel Flayer's Workbench- (Accessory Aspect: The Angel Flayer's Knives, Container, Darkness & Physical, X Gold) Wielder may spend an action to have a 500% chance of inflicting an instance of Paralyzed with no natural per-round recovery rate that cannot be cured by sources below Level 80 or a 30% chance of inflicting an instance of Petrified: Pattern Freeze or Petrified: Ossified Potential that cannot be cured by sources below Level 80 on a target, Wielder may, if wielder is wielding *The Angel Flayer's Knives, to a max of once per round, spend an action to deal 20,000,000 Flat Darkness & Physical element Damage to a Paralyzed or Petrified entity (with this quantity of Damage increasing by 180,000,000 points against targets that are Angels, Arch-Angels, Celestials, Arch-Celestials, Devas, or Arch-Devas), inflicting Pain, Wounded, Wounded: Bleeding, Wounded: Maimed, and Wounded: Laid Open on said entity and then scanning its stats, Wielder's opponents possess no natural per-round recovery chance from minor or moderate negative status effects unless wielder desires for them to, Wielder deals HP Drain to Angels, Arch-Angels, Celestials, Arch-Celestials, Devas, and Arch-Devas
Great Plague Doctor of Gilbezber's Mask- (Accessory, Mask, Darkness & Toxin & Life, 275,000,000 Gold) +275,000 Defense, +275,000 CON, +275,000 MIN, +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wearer is Immune to Plague from sources below Level 80, 100% Plague Resistance, 30% inflicts Plague, Wearer must be Level 60 or greater and must possess 'Doctor Beak' as a Patron Deity
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Spells-
Geisthand (2)- (Spell, Necromancy, Aether, 1,500,000 MP, 150,000,000 Gold) +150,000 Melee Attack, +150,000 Magical Attack, 300% inflicts Stat Drain, if target is below caster's Level and target is below Level 60, target's Level is reduced by 4 as a debuff that stacks 5 times, 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
Red King's Frenzy- (Spell, Other: Blood Magic, Destruction & Darkness & Blood & Chaos, 560,000 MP, 136,000,000 Gold) +136,000 Magical Attack, +136,000 Ranged Attack, +136,000 Melee Attack, may gain '1 hit against 50,000' and deal 1/3 Damage, 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
Unleash the Living Plague- (Spell, Biomancy, Darkness & Acid, 2,500,000 MP, 250,000,000 Gold) Caster may either choose to have a 50% chance of inflicting Plague on up to 100 targets or may attach a non-stacking (on the same zone or across zones) effect to a Zone of Darkness or Acid or Air that causes each individual in said zone to have a 30% chance of being afflicted with Plague at the start of each round, with this spell's caster to be able to choose for instances of Plague that come from this spell or effects it generates (or from instances of Plague that come from this spell or effect it generates or future generations of status effect instances descendant from those) to not afflict individuals when they otherwise would do so, Caster must be Level 60 or greater
Pets-
None
Door Number 1 or Door Number 2? Anathema chooses neither, for now.
Because something interesting happened here, in the portal entry meta area!
Something terrible and wonderful was born here. Combat took place and blood was spilled, and that may present an opportunity.
She's going to find and recruit the Nameless Ravener.
The traces may be faint, but Anathema's vampiric dominion over wounds is the stuff of legends.
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood 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 Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Plus:
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
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
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class
Lenses from her hat click down into place as she scours the floor for traces. Let's see if she can pick up the trail!
If successful in detecting/getting a bead on him, she's going to invoke the Angel Flayer's Knives' ability to
* The ability to designate a quarry and track them; this ability is improved and made cross-planar against celetials/angels/devas/etc
though she'll likely have to enter the Spirit World for that to kick in.
(Also Roy may or may not want in on this!)