Draconics wrote: --On a finely made page of vellum, and written in a looping, aristocratic hand: "In the name of the Kingdom of Weyreich, I, Julius von Hochstein, the Ambassador thereof to the peoples of Bessemer, do request the Aid and Comfort of any who have the Bravery, Honor, and Sense of Duty, to fight in the defense of our beleaguered colony of Pfeildorf." Several lines have been blotted out by ink. "Obtain a License for Adventuring and Other Mercenary Activities from the Ministry of Visitor Affairs, then proceed to the airdocks to book Airship Passage to Port Braxton, where the schooner Adler will be waiting to convey you to Pfeildorf. Wynda be with you." It is then signed at the bottom, and beneath the signature is the seal of an eagle wearing a crown. (*)
Silent One (Draconics)
Level 59
Shapeshifter, Physical
HP- 60,850
MP- 16,525
STR 1095 (15)
AGI 859 (11)
CON 2434 (26)
MIN 661 (11)
SPI 308 (2)
Fame- 31
Gold- 0
(Unmodified Stats counting Adept Flux Baron and a Hint of Fame abilities)
ABILITIES
Weapons-
Eight Hand Mirror- (Weapon, Shield, Glory & Light, 140,000,000 Gold) +140,000 Defense, +35,000 Melee Attack, 50% reflects the actions of individuals below Level 60, 8% reflects the actions of individuals named 'Orochi' who are below Level 100, Wielder must be Level 40 or greater
Panopticum Shield- (Weapon, Shield, Earth, 94,500,000 Gold) +95,500 Melee Attack, +96,700 Defense, +21,000 CON, 30% Physical Resistance, 10% Base Element Resistance, Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wearer may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, Wearer must be at least Level 40
Armor-
Idolic Wargod's Armor- (Armor, Heavy Armor, War, 220,000,000 Gold) +220,000 Defense, +2,100,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 140% Resilience and 140% Critical if wearer is Level 60 or greater, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wearer 300,000 less MP to cast, 160% Resilience, Wearer's allies and wearer may elect to receive worshipper benefits from wearer if they are not already receiving such benefits, Said benefits include +50 Melee Attack, +50 STR, +50 CON, and +25 AGI per Level of worshipper, to a max of Level 80, Said benefits only take effect if none of wearer's opponents are capable of granting worshipper benefits, Wearer may spend an action to resurrect one of its worshippers if said worshipper was killed by a source below Level 80 and no individual capable of granting worshipper benefits objects, Wearer must be Level 40 or greater
Accessories-
Rainbow Band- (Accessory, Wristwear, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Energy & Ice & Electrical & Acid, 15,000,000 Gold) +7,500 to all stats, 25% Earth Resistance, 25% Air Resistance, 25% Fire Resistance, 25% Water Resistance, 25% Light Resistance, 25% Darkness Resistance, 25% Magic Resistance, 25% Technology Resistance, 25% Physical Resistance, 25% Psychic Resistance, 25% Energy Resistance, 25% Ice Resistance, 25% Electrical Resistance, 25% Acid Resistance
Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder must be Level 40 or greater
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
2 Elder Symbol of Unbound Life- (Accessory, Other: Elder Symbol, Life, 36,000,000 Gold) +36,000 CON, +36,000 SPI, +360,000 HP as an effect that stacks twice, Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice, 10% Life Resistance
Consumables-
Sunbeam Lens- (Consumable, Lethal Item, Light & Fire, Unlimited Charges, 60,000,000 Gold) Deals 600,000 Flat Light & Fire element Damage, 60% inflicts Burning
Spells-
Abjurative Deflection- (Spell, Abjuration, Physical & Air, 30,000 MP, 30,000,000 Gold) Target gains a 30% chance of reflecting actions from sources below Level 60 that are 5 or more Levels below caster's Level, Caster must be Level 20 or greater
Bestow Minor Unfettered Aura- (Spell, Ethereal Magic, Air, 600 MP, 60,000 Gold) Target's chance of auto-recovery from minor status effects becomes 60% if lower than 60%
Resolute Blessing of the Pearl Wall- (Spell, Celestial Magic, Earth & Physical & Light, 12,000 MP, 3,000,000 Gold) The next attack that targets target that comes from a source below Level 60 may not kill target or reduce target's HP or stats below 1, with this buff not stacking and being able to prevent a max of 5 attacks from killing or reducing the HP or stats of each individual target per thread
Superior Identity Protection- (Spell, Abjuration, Air & Psychic, 15,000 MP, 15,000,000 Gold) Caster's stats may not be scanned by individuals below Level 60, Caster's name may not be changed by individuals below Level 60 without caster's permission
Pets (1 additional via Flux Baron)-
Battlefield Fluxoid- (Pet, Shapeshifter, Water & Darkness, Lv.35, 67,000,000 Gold)
HP- 770,000
MP- 400,000
STR- 7,000
AGI- 4,400
CON- 9,000
MIN- 5,500
SPI- 7,900
XP- 0
XP Needed- 620,000 (Standard Multiplier x1)
Minimum Level- 35
Defense- 0, +25,000 against Physical
Defense against Stat Damage- 500
Critical Chance- 45%
Resilience- 47%
To Hit- 130%
Dodge- 22%
Resistances and Immunities- 90% Physical Resistance, 150% Psychic Weakness, Wounded Immunity
Prime Attribute- Constitution or Spirit
Constant Effects-
Form of Battlefield- Possessor may, at the start of any round, become a Phantom Terrain that is a Battlefield and cease being an entity while doing so, Possessor may, at the start of any round that possessor is a Phantom Terrain that it become through this effect that possessor was not an entity during, choose to become its normal entity self, Being said Phantom Terrain counts as a Transformation for purposes of what is and is not retained between shifting states, Constant Effect
Terrain Fluxoid- Possessor counts as a Terrain Fluxoid, Constant Effect
Battlefield Assault- If possessor is a Phantom Terrain, possessor may deal any individual within it (1,000 * Possessor Level) Flat Physical element Damage at the start of each round, Phantom Terrain Effect
Highly Transmutable- This pet retains XP when placed in a combo provided that the combo result also possesses this constant effect, Constant Effect
Unusually Big- Possessor Gains +2,000 CON and +350,000 HP, Constant Effect
Abilities-
Blade Shard Assault- 20,000 Damage, 100% inflicts Wounded, Physical, 0 MP
Concussive Explosions- 20,000 Damage, 60% inflicts Fatigued: Knocked Out, deals 3/4 Damage, 1 hit against 15, Physical , 0 MP
Induce War Wounds- Target obtains a deubuff that gives it a 120% chance of being afflicted with Wounded whenever it takes Physical element Damage, Physical, 45,000 MP
Distort- 900 Damage to any stat, Magic, 40,000 MP
Corona Fluxoid- (Pet, Shapeshifter, Fire, Lv.43, 40,000,000 Gold)
HP- 970,000
MP- 970,000
STR- 10,200
AGI- 10,200
CON- 10,600
MIN- 10,200
SPI- 10,600
XP- 0
XP Needed- 1,820,000 (Standard Multiplier x1)
Minimum Level- 43
Defense- 7,200, +6,000 against Fire, +6,000 against Light
Defense against Stat Damage- 910
Critical Chance- 45%
Resilience- 45%
To Hit- 45%
Dodge- 45%
Resistances and Immunities- Absorbs Fire, Absorbs Light, Absorbs Hope, 200% Darkness Weakness, 200% Water Weakness, 150% Psychic Weakness, Burning Immunity, Awestruck Immunity, Zealblasted Immunity, Diseased Immunity, 86% Minor Status Effect Resistance, 43% Moderate Status Effect Resistance
Prime Attribute- Constitution or Spirit
Constant Effects-
Zonic Form Reversion- Possessor may, at the start of any round that possessor is a Zone that it become through an ability named Shift that possessor naturally possessor that possessor was not an entity during, choose to become its normal entity self, Constant Effect
Zone Fluxoid- Possessor counts as a Zone Fluxoid, Constant Effect
Boost Fire, Light, and Hope Creatures- If possessor is a Zone, possessor causes all allied Fire or Light or Hope element entities to obtain +(100 * Possessor Level) to all stats as a non-stacking effect, Zone Effect
Highly Transmutable- This pet retains XP when placed in a combo provided that the combo result also possesses this constant effect, Constant Effect
Unusually Spiritual- Possessor Gains +5,000 SPI, Constant Effect
Abilities-
Corona Blast- 18,000 Damage, 100% may inflict Burning, Impaired: Blind, Zealblasted, or Awestruck, Fire or Light or Hope or Fire & Light or Fire & Hope or Light & Hope or Fire & Light & Hope, 0 MP
Mass Blaze- 100% inflicts Burning, 1 hit against 50,000, Fire, 30,000 MP
Boost Fire- Target Fire element individual obtains +1,500 to all stats as a buff that stacks 3 times, Fire, 10,000 MP
Boost Light- Target Fire element individual obtains +1,500 to all stats as a buff that stacks 3 times, Light, 10,000 MP
Boost Hope- Target Fire element individual obtains +1,500 to all stats as a buff that stacks 3 times, Hope, 10,000 MP
Weaken Water- Target Water element individual obtains -1,000 to all stats as a debuff that stacks 4 times, Water, 10,000 MP
Weaken Darkness- Target Darkness element individual obtains -1,000 to all stats as a debuff that stacks 4 times, Water, 10,000 MP
Shift- Caster becomes a Zone that is a Zone of any combination of the elements Fire, Light, and Hope and ceases being an entity while doing so, attaching a non-stacking effect that does not stack on the same zone or across zones to itself in the process that causes all individuals in said Zone to be dealt # Flat Light, Fire, or Hope element Damage at the start of each round, Being said Zone counts as a Transformation for purposes of what is and is not retained between shifting states, Magic, 25,000 MP
Distort- 4,000 Damage to any stat, Magic, 40,000 MP
Transformations-
None
MODIFIED STATS:
Silent One (Draconics)
Level 59
Shapeshifter & Reptile, Physical
HP- 5,374,250
MP- 2,165,250
STR 10,950 (capped)
AGI 9,180 (capped)
CON 26,110 (capped)
MIN 7,200 (capped)
SPI 3,080 (capped)
Stances:
Wereform: Werelizard (Chimeric Wereform)
Wereform: Werepackage (Chimeric Wereform)
Form of Postal Package (Free via Wereform: Werepackage, inactive as SO is not a Golem)
Plastic Body Form (Free via Bodily Transformation of Plastic)
+43,800 Melee Attack (Capped (4 items))
+2000 Ranged Attack (Uses CON)
+5 Magical Attack
+250 damage to Physical Element attacks
110% To-Hit
+5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses STR as its Prime Attribute
For each action possessor takes, possessor may use one equipped Fluxoid's ability to a max of 10 times per turn of battle that cycles through all characters
May deal HP Drain instead of HP Damage to Solar Beings and may deal MP Drain instead of MP Damage to Solar Beings
+245,919 defense (capped (4 items))
+5,000 Defense against Light
+50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
+1,500 Defense if attacked during this thread
+120 Defense agaisnt Stat Damage
Wielder regenerates 940,000 HP and 200,000 MP at the start of every round
Possessor's Defense may not be pierced by sources below Level 20
Whenever dealt Damage, SO may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40
80% Dodge
160% Resilience
Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires
Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40
Wearer may scan the stats of any individual who conducts a hostile action against wearer
50% reflects the actions of individuals below Level 60
25% Wearer may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60
8% reflects the actions of individuals named 'Orochi' who are below Level 100
40% War Resistance
40% Destruction Resistance
30% Light Resistance
30% Physical Resistance
25% Earth Resistance
25% Fire Resistance
25% Air Resistance
25% Water Resistance
25% Darkness Resistance
25% Magic Resistance
25% Technology Resistance
25% Psychic Resistance
25% Energy Resistance
25% Ice Resistance
25% Electrical Resistance
25% Acid Resistance
10% Base Element Resistance
10% Life Resistance
May not be afflicted with the status effect Charm from sources below Level 50 or the status effect Dominion from sources below level 40
Wielder is Immune to Fatigue, Paralysis, Charm, Confusion, Disease, Stat Drain, Pain, Impaired, Hexed, and Poison from sources below Level 20
Individuals below Level 20 may not inflict negative status effects on possessor
Immune to a status effect of user's choice at start of thread (Charm is chosen unless otherwise stated)
15% Confusion Resistance
15% Charm Resistance
15% Disease Resistance
15% Fatigue Resistance, 35% Fatigued Resistance against Earth-element actions of individuals below Level 30
15% Fear resistance
15% Hexed Resistance
15% Impaired Resistance
15% Pain Resistance
15% Paralyze Resistance
15% Poison Resistance
15% Stat Drain Resistance
20% Wounded Resistance against sources below Level 20, +5% chance of recovery
1% Suffocation Resistance
5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
--Each thread, possessor ignores the first 59 rounds worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
S.O. and S.O.'s Fluxoids regenerate 30 HP and 30 MP per round.
Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
59 times/thread - Lay on Hands: Heals 5950 HP, 50 points of stat damage from any combination of stats, cures {each minor status effect}, and 5% chance of curing any one minor status effect
At the start of any round or the start of any of possessor's actions, can become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
If any individual scans possessor's stats, possessor gains a 5% chance of inflicting Insanity on them
Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale.
Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty.
Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck.
Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk.
Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Abilities at the time of starting this:
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
Fortify Body
Melee Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Piercing Blow- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. User's Defense Piercing is doubled for this action. User may only target foes in the front row. User must be in the front row.
~Abjurer~
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Warded Skin- (Passive Ability, Abjurer) +200 Defense
~Alchemist~
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 AGI
Has Added Constitution-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 CON
Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Has Added Speed-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Has Added Spirit-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 SPI
Has Added Strength-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 STR
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
~Anarchomancer~
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Random Constitution- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 CON (this is not a buff)
Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Random Melee Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)
~Architect~
Coal Miner- (Passive Ability, Architect) Possessor gains +50 CON while wielding a Tool whose name includes 'Pick', 'Axe', or 'Mattock'
Familiar with Basic Ore-Mining Techniques- (Passive Ability, Architect) Possessor deals 25 additional Damage to Earth-element Elementals
Knows Tips and Tricks for Mineshaft Building (When Mining In Rock)- (Passive Ability, Architect) If possessor is already piercing at least 1 point of Defense of an Earth-element Elemental, possessor pierces 300 additional points
~Auramancer~
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
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
~Beastmaster~
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Bear- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 STR
Form of Cat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Form of Dog- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 SPI
Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Form of Rat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Form of Tiger- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Melee Attack
Form of Wolf- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Melee Attack
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
~Blessing~
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
~Channeler~
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Guardian Imposition Force Aura- (Stance Ability, Channeler) Possessor may, when entring this Stance, choose a willing ally, said ally, for the duration that possessor is in this stance, uses possessor's Defense instead of its own against the attacks of Individuals below Level 20 who are lower Level than possessor
~Controller~
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
~Defender~
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Steadfast Legion's Shieldwall Stance- (Stance Ability, Defender) Possessor, if possessor has a Shield equipped, gains +100 Defense for every ally who is also in Steadfast Legion's Shieldwall Stance with a Shield equipped, to a max of 20 such allies.
Thunder Shield Stance- (Stance Ability, Defender) +50 Defense against Electrical if a non-Electrical element Shield is equipped or +500 Defense against Electrical if an Electrical element Shield is equipped, 10% Electrical Resistance, 20% Earth Weakness
Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.
Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense
~Diviner~
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
~Dynamic Allsculpter~
Apprentice Flux Synchronization- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +50 to all stats for each Flux element item equipped, Possessor's Flux element pets and summons gain +250 to all stats
Basic Flux Synchronization- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +25 to all stats if possessor is Flux element
Basic Understanding of the Heart of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor's Flux element allies gain +10 to all stats
Dynamic Allsculpter- (Passive Ability, Other: Dynamic Allsculpter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Flux Resistance, Possessor ignores Flux Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Dynamic Element Stance- (Stance Ability, Other: Dynamic Allsculptor) At the start of each round, possessor may give itself a non-stacking buff that makes it solely either any one base element, solely Flux element, or solely any one base element and Flux element
Dynamic Self-Resculpting- (Passive Ability, Other: Dynamic Allsculptor) At the start of each round, if possessor is Flux element, possessor may give itself a single instance of a buff that stacks 200 times that provides +200 to one stat and -200 to any one other stat
Empowered By Flux- (Passive Ability, Other: Dynamic Allsculpter) If possessor is Flux 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 Flux
Flux Manipulation- (Passive Ability, Other: Dynamic Allsculpter) Possessor may choose one of the following at the beginning of each round if Flux element: Create a Zone of Flux, Remove a Zone of Flux created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Flux by either possessor or a source below Level 20, Add Flux 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 Flux element on a Flux element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Flux, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Flux, 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 Flux element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Flux to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Flux, 5% Flux Resistance, or +50 Defense against Flux and 1% Flux Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor may choose, at the beginning of a thread, to become solely Flux element
Nourished By Flux- (Passive Ability, Other: Dynamic Allsculpter) If possessor is Flux element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Flux
Soothing Flux Emanation- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor absorbs Damage that is Flux element Damage, Possessor may choose to deal 10,000 Flat Flux element HP Healing to up to 10 targets that are Flux element
~Enchanter~
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Shield Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Shields cost 200 XP less when applying said enhancements to Shields
~Flux Baron~
Adept Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Shapeshifter summon, Possessor's unmodified stats increase by 200 points if possessor is a Shapeshifter
Advanced Fluxoid Armament Mastery- (Active Ability, Flux Baron) For each action possessor takes, possessor may use one equipped Fluxoid's ability to a max of 10 times per turn of battle that cycles through all characters
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Augment Fluxoids- (Passive Ability, Flux Baron) All of possessor's Fluxoid pets and summons gain +50 to all stats, +250 HP and MP, and +100 Damage to all attacks
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Baron's Form of Helm- (Passive Ability, Flux Baron) Possessor may spend an action to become an Item that is an Accessory that is a Helm, with said Helm providing +X Defense, where x = (50 * Possessor Level); when possessor becomes an item using this ability, possessor may immediately be traded to any target, The wielder of possessor when possessor is an item created through this ability may spend an action to transform possessor back into the state possessor was in prior to being an item due to this ability
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Chimeric Forms- (Passive Ability, Flux Baron) If possessor is in a Stance whose name includes 'Form of', possessor may be in an additional Stance whose name includes 'Form of'
Defensive Fluxoid Conversion- (Active Ability, Flux Baron) Possessor may have any number of equipped Fluxoids, either at the beginning of battle or as an action, have their Attack Bonus of any one normal type converted into a Defense bonus of half value
Essence Master- (Passive Ability, Flux Baron) Pasive abilities whose name ends with ' Essence' and whose prerequisites include a stance ability whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Flux Guard- (Active Ability, Flux Baron) Possessor may use an action to move to the back rank and simultaneously unequip a Fluxoid, turn it into its pet or summon form, and place it in the front rank
Flux Shifter- (Passive Ability, Flux Baron) Shapeshifted Forms may counts as Shapeshifters for purposes of possessor's Flux Baron abilities
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Flux Baron- (Active Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Fluxoid-Based Augmentation- (Passive Ability, Flux Baron) Possessor gains +25 to all stats for each Fluxoid equipped
Fluxoid Reversion- (Active Ability, Flux Baron) Possessor may, as an action, undo the results of possessor's active Flux Baron actions as applied to a certain Fluxoid, as well as any benefits that resulted from said changes
Fluxoid Type Shift- (Active Ability, Flux Baron) As an action that costs 100 XP, possessor may, for the remainder of the thread, change an equipped Fluxoid's subtype to any one non-other subtype of the same type
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Formflux Master- (Passive Ability, Flux Baron) Possessor's Stance abilities whose name begins with 'Form of ' and possessor's passive abilities whose name ends in ' Essence' that require Stance abilities whose name begins with 'Form Of ' as prerequisites count as Flux Baron abilities for prerequisite purposes for possessor
Form That Imitates Commonly-Seen Rocks- (Stance Ability, Flux Baron) If possessor is a Shapeshifter, possessor gains +10% Dodge while in a Zone of Earth while in this stance
Geozonic Flux- (Passive Ability, Flux Baron) Possessor's Terrain Fluxoids may become, through their shift ability, any type of terrain possessor may automatically set at the start of battle as a Geomancer
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Granted Helm Ability: Physical Resistance I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 5% Physical Resistance
Granted Helm Ability: Physical Resistance II- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 10% Physical Resistance
Granted Helm Ability: Physical Resistance III- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 15% Physical Resistance
Granted Helm Ability: Physical Resistance IV- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 20% Physical Resistance
Granted Helm Ability: Defense Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides +200 Defense
Granted Helm Ability: Constitution Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides +200 CON
Granted Helm Ability: Scaling Constitution Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides +30 CON per possessor Level
Granted Helm Ability: Resilience Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 5% Resilience
Granted Helm Ability: Scaling Resistance Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides X% Resilience, where X = Possessor's Level
Granter of Sharpened Bones- (Passive Ability, Flux Baron) +200 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Linked Flux Defense- (Passive Ability, Flux Baron) All allied Shapeshifters and self gain +20 Defense for each Shapeshifter, including themselves, on their side, to a max of +2,000 Defense
Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 20,000 HP at the start of each round and has a 30% chance of being cured of Wounded at the start of each round
Offensive Fluxoid Conversion- (Active Ability, Flux Baron) Possessor may have any number of equipped Fluxoids, either at the beginning of battle or as an action, have their Defense bonus converted into an Attack Bonus of any one normal type of half value
Self-Regenerative Metamorphosis- (Passive Ability, Flux Baron) Giver of Regenerative Metamorphosis, Giver of Flux Regeneration, Giver of Restorative Metamorphosis, and Giver of Flux Restoration also apply to possessor
Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +20 to all stats
Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Shockingly Confusing Arrival- (Passive Ability, Flux Baron) Possessor may choose to have a 60% chance of inflicting Confusion on each opponent at the start of battle
Terrain Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Terrain Fluxoids count as 5 levels higher for their Phantom Terrain effects
Wereform: Werebear- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Wereform: Weregoat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR and +2 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Wereform: Werelizard- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base CON, +1 base MIN, and the subtype Reptile, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Wereform: Werepackage- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base CON and +1 base AGI, Possessor gains the subtype Shapeshifter, Possessor may additionally be in the Stance 'Form of Postal Package' while in this Stance, If possessor would not possess the subtype Shapeshifter or Abstract without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk or Confusion at the start of each round
Wereform: Wererat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base CON, and +2 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Wereform: Weretiger- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Wereform: Werewolf- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR, +1 base CON, and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Wereform Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Wereform' or 'Controlled Wereform' cost possessor 2,000,000 Gold and 2 Weeks less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Werebeast's Scent- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +5% To Hit
Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects
Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer
~Guardian~
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
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) 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
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
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
Iron Body- (Passive Ability, Guardian) +500 HP for each 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
Tank Hits- (Technique Ability, Guardian) Possessor may use 'Tank Hits' in conjunction with a 'Defend' action so long as no other technique is used and possessor has a Heavy Armor equipped. Said action generates a non-stacking buff effect that lasts until the end of the round and is present on its caster, that causes, whenever an opponent whose AGI is lower than caster's CON who is not above Level 40 or 5 or more Levels greater than caster performs a single-target attack that targets an ally of caster's who is not in the front row while caster is in in front row, for 5% of the not-(Resistance/Immunity/Absorption)-or-Defense-counting Damage dealt by said attack to be re-directed to caster so long as no other effect has re-directed any of the Damage generated by said attack.
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
~Master of Monsters~
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Form of Minotaur- (Stance Ability, Master of Monsters) If possessor is a Monster of a Humanoid, possessor gains +800 STR and +200 MIN
Improved Monsterous Vitality- (Passive Ability, Master of Monsters) Possessor gains +5,000 HP if possessor is a Monster
Improved Monsterous Vitality II- (Passive Ability, Master of Monsters) Possessor gains +10,000 HP if possessor is a Monster
Improved Natural Status Infliction- (Passive Ability, Master of Monsters) Possessor's abilities' that possess minor status-effect infliction chances naturally have said chances icreased by 5%, to a max of 100%, if possessor is a Monster
Manticore Essence- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose to count as being in the 'Form of Manticore' stance when not in said stance
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
~Metamorph~
Basic Shapeshifed Form User- (Passive Ability, Metamorph)- All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Form of Fox- (Stance Ability, Metamorph) +30 AGI
~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
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
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.
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Fighting- (Passive Ability, Monk) Possessor gains +500 Defense if possessor has been attacked during this thread
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Expert and Bobbing and Weaving- (Passive Ability, Monk) Possessor gains 25% Dodge against offensive actions that use Strength as their Prime Attribute, Possessor gains 7% Dodge, Possessor gains +5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses Strength as its Prime Attribute
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Improved Defensive Fighting- (Passive Ability, Monk) Possessor gains +1,000 Defense if possessor has been attacked during this thread
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
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
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
~Paladin~
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All holy Magic spells gain +10 Magical Attack and boost stats by 5 more
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Calming Touch- (Passive Ability, Paladin) 15% Confusion Resistance, Possessor's Lay on Hands ability cures Confusion
Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Comforting Touch- (Passive Ability, Paladin) 15% Pain Resistance, Possessor's Lay on Hands ability cures Pain
Disease-Neutralizing Touch- (Passive Ability, Paladin) 15% Disease Resistance, Possessor's Lay on Hands ability cures Disease
Freeing Touch- (Passive Ability, Paladin) 15% Paralysis Resistance, Possessor's Lay on Hands ability cures Paralysis
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Invigorating Touch- (Passive Ability, Paladin) 15% Fatigue Resistance, Possessor's Lay on Hands ability cures Fatigue
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poison
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
Spiritual Purity that Protects against Agony- (Passive Ability, Paladin) Possessor is immune to Pain from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Confusion- (Passive Ability, Paladin) Possessor is immune to Confusion from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Destabilization- (Passive Ability, Paladin) Possessor is immune to Stat Drain from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Entrapment- (Passive Ability, Paladin) Possessor is immune to Paralysis from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Illness- (Passive Ability, Paladin) Possessor is immune to Disease from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Impairment- (Passive Ability, Paladin) Possessor is immune to Impaired from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Impurity- (Passive Ability, Paladin) Possessor is immune to Poison from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Lethargy- (Passive Ability, Paladin) Possessor is immune to Fatigue from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Lust- (Passive Ability, Paladin) Possessor is immune to Charm from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Taint- (Passive Ability, Paladin) Possessor is immune to Hexed from sources below Level 20 that are below possessor's Level
~Scholar~
Avoids Being Bored While Listening (Or Reading) About Rocks For Hours On End- (Passive Ability, Scholar) Possessor gains 35% Fatigued Resistance against Earth-element actions of individuals below Level 30
Advanced Geological Knowledge- (Passive Ability, Scholar) Possessor gains +500 MIN if any opponent is Earth element, Possessor deals 500 additional Damage to Earth-element targets, Possessor deals 1,200 additional Damage to Earth-element Golems and Elementals
Basic Knowledge of Geology- (Passive Ability, Scholar) Possessor gains +30 MIN if any opponent is Earth element
Expansive Knowledge of Planet Rocky Bob's Rocks- (Passive Ability, Scholar) Possessor gains +100 MIN
Geologist- (Passive Ability, Scholar) Possessor gains +200 MIN if any opponent is Earth element, Possessor deals 300 additional Damage to Earth-element targets, Possessor deals 600 additional Damage to Earth-element Golems and Elementals
Understanding of What Makes Common Types of Rocks Spawn- (Passive Ability, Scholar) +30 MIN
~Transmuter~
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Bodily Transformation of Plastic- (Passive Ability, Transmuter) Possessor may, if possessor does not possesses a Transmutation or Transmuter buff whose name includes 'Transmute Body', possessor may choose to be in a single additional non-Transmuter stance while in the Transmuter stance 'Plastic Body Form'
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Knowledge of Rock-Specific Transmutation Techniques- (Passive Ability, Transmuter) Transmutation spells that possessor casts that provide buffs that increase stats have the values of said buffs increased by 50 points when affecting Earth-element Elementals as an effect that stacks a max of 30 times per individual across all buffs
Plastic Body Form- (Stance Ability, Transmuter) Possessor gains +200 Defense and +20 CON
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
~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
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
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.~
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Antigravity-Shooting Eyeballs- (Passive Ability, Mad Scientist) Once per round when possessor targets an individual possessor may give that individual a non-stacking -10% To Hit and +10% Dodge unless said individual is Air element
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Blessing of the Sun-Eater- (Passive Ability, Blessing) Possessor gains 30% Light Resistance, +5,000 Defense against Light, and may deal HP Drain instead of HP Damage to Solar Beings and may deal MP Drain instead of MP Damage to Solar Beings
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Cook Plastic Food- (Technique Ability, Chef) Possessor may use 'Cook Plastic' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used. Said action may include using non-unique Antiquity items whose name includes 'Plastic' as though they were Food consumables that possess one charge, gaining the text 'Target is dealt X Fire & Water & Physical element HP Healing, where X is equal to this item's value divided by 100, to a max of 1,000,000'.
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Form of Postal Package- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +200 AGI and, whenever an individual moves from the battlespace possessor is in to another battlespace, possessor may follow said individual into said other battlespace so long as no entity that is either Level 40 or greater or 5 or more Levels greater than possessor in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Form of Train- (Stance Ability, Mechanist) If possessor is a Machine, possessor gains +200 AGI, +200 CON, +1% Resilience, becomes a Vehicle, and counts as a Vehicle
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Good at Conveying Meaning Through Gestures- (Passive Ability, Thief) Each round possessor has a 30% chance of optionally choosing to ignore instances of Impaired: Silence that are present on possessor
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
Fires Clouds of Orange Letter 'J's as an Attack- (Passive Ability, Walker from Beyond) Possessor gains +2,000 Ranged Attack, Possessor's 'Ranged Attack' actions may use CON as their Prime Attribute
Free Will (Lesser)- (Passive Ability, Champion of the Upper Realms) Possessor may not be afflicted with the status effect Charm from sources below Level 50 or the status effect Dominion from sources below level 40
Knock 'Em Into The Slammer- (Technique Ability, Lawbringer) Possessor may use 'Knock 'Em Into The Slammer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used. Said action, if it would kill a target due to HP Damage, instead leaves said target's HP at 1 and inflicts a special instance of Entombed: Incarcerated on said target that possesses no natural per-round recover chance and causes its possessor to count as dead for purposes of victory conditions.
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knowledge of Invisibles- (Passive Ability, Other: Unseen Master) Possessor may choose to summon Invisibles from the Enemy List that are normally fightable for drops, Possessor may scan the stats of Invisibles
Knows About Trains- (Passive Ability, Captain) Possessor's Vehicle and Vessel transformations whose name includes 'Train' or 'Rail' gain +50 MIN
Name That Must Not Be Spoken- (Passive Ability, Herald of Lunacy) If any individual scans possessor's stats, possessor gains a 5% chance of inflicting Insanity on them, Has RP effects
Nexus-Approved Post- (Passive Ability, Wanderer) Possessor's 'Form of Postal Package' ability's battlespace travel may only be objected to by entities Level 60 and greater
Possesses An Extra Wrist With A Major Chakra Point In It- (Passive Ability, Mad Scientist) Possessor gains an additional Accessory slot that may only be used to equip a Wristwear item and may not be converted into other slot types by individuals below Level 100
Really Happy About Being Around Trains- (Passive Ability, Captain) Possessor is afflicted with Elevated at the start of any round during which possessor or one of possessor's allies is wielding an item whose name includes 'Train' or is an individual whose name includes 'Train'
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
~Curse~
Silence of the Unsung Choir- (Passive Ability, Curse) Possessor's actions that are contain non-base elements become solely Air element, Damage dealt by possessor that is at least partially a non-base element becomes solely Earth element
Brought unequipped:
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Minor Engine-Born Prime's Essence of Acid- (Item, Material, Acid, 10,000 Gold)
With a copy of a note in hand, the blue-and-yelllow plastic tug-boat with a lizard's tail and pattern along the side denoting it's official capacity as postage of Nexus, approaches and passes into the Sanctum Victoria Portal!
Silent One steams on to Sanctum Victoria!
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Silent One steams on to Sanctum Victoria!
This quest originally began on Dec 31, 2018.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Silent One steams on to Sanctum Victoria!
The Nottest of Daves wrote: Wandering through the Nexus Portal Nexus, you've stumbled upon what you almost mistook as a machinery space. Steam-powered turbines drive complex gearworks which, as you cross the threshold, are revealed to be operating a mechanistically driven replica of an unknown starry sky. On the opposite wall stands a pair of grandiose doors, formed of luxurious wood inlaid with a coat of arms in gold and silver. The shield of the arms is divided in three, with crossed rifles in the lower left, crossed hammer and tongs in the lower right, and three gears along the top. To either side, the shield is supported by bears rearing up. The shield is surmounted by a crown bearing the symbol of a six-winged gear.
You're shaken from your distraction by an ancient but lovingly-maintained clockwork man stepping out from behind a set of silk curtains. "Welcome, traveller!" it greets, with a strange flanging undertone to its words. "You have reached the gate to the world of Sanctum Victoria. Through these doors stands a land of invention and discovery, a nation of order and growth, a world adventure and glory!" The figure bows, sweeps around smoothly, and opens the doors, revealing the shimmering field of the portal.
"The Wigglesworth Office of the Ministry of Visitor Affairs stands beyond this gate. After completing your registration with the Ministry, you will be open to travel throughout the lands of the Bessemer Empire, or negotiate with the other nations of the world for travel rights. Make certain to obey all relevant laws and government directives whist you go about your activities, or your entry may be barred in the future. May the grace of Wynda be upon you."
Draconics wrote: Silent One will take the name of Wynda and stick it in its metaphorical back-pocket for now. It will enjoy the graces of this Wynda regardless though for the time being.
It will then putter along and proceed slowly through the gate and towards the office. Given it's inept knowledge of clockwork, it is making sure to examine any particular laws or customs anyone else is following.
MODRAAAAAAAAAAAAAGE
- The Nottest of Daves
- High Plains Drifter
- Posts: 1299
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Silent One steams on to Sanctum Victoria!
The first thing the small plastic tugboat notices upon crossing through the gate is that these are practitioners of that most arcane and confounding cultural practice of them all, queueing. A massive line of beings, mostly of the traditional "two arms, two legs, and a head, all connected by a torso" sorts, snakes through the enormous chamber like a particularly ambitious set of intestines (you're glad that you only have those when you want to). Given your lack of height compared to the architecture around you (as well as the beings in front of you) you can only really see the ceiling and the floor, but both are particularly grandiose. The floor is a simple repeating checkerboard pattern, but you can tell that only the highest quality of materials and workmanship were engaged in its construction, and the ceiling is a magnificently executed fresco depicting a humanoid female with a halo and six wings leading a fleet of primitive-looking sailing ships from a land of monster-inhabited ruins across the ocean to a green land full of friendly-looking plant life and small furry creatures.
Returning to your observation of The Queue, it seems that it advances slowly but steadily, though given that you aren't currently tall enough to see the destination, you remain unsure how long you will need to observe this custom. You also notice that a number of beings nearby are wearing particularly fancy hats, though some are wearing chapeaux of the simpler sort (generally paired with wearing clothing of the simpler sort as well). Indeed, everyone capable of doing so appears to be wearing clothing of some variety, almost always paired with a hat. You are uncertain whether this is a custom you are required to observe, however, given that no one is giving you particularly strong looks of shock or anger (though several surprised glances are sent your way, and one elderly gentleman's monocle pops out from the degree of his surprise).
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GM's Note: Silent One isn't currently carrying any cash. Was this intentional? If not, go ahead and note how much gold you're bringing along in your next post (otherwise, this may end up a very short adventure).
Returning to your observation of The Queue, it seems that it advances slowly but steadily, though given that you aren't currently tall enough to see the destination, you remain unsure how long you will need to observe this custom. You also notice that a number of beings nearby are wearing particularly fancy hats, though some are wearing chapeaux of the simpler sort (generally paired with wearing clothing of the simpler sort as well). Indeed, everyone capable of doing so appears to be wearing clothing of some variety, almost always paired with a hat. You are uncertain whether this is a custom you are required to observe, however, given that no one is giving you particularly strong looks of shock or anger (though several surprised glances are sent your way, and one elderly gentleman's monocle pops out from the degree of his surprise).
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GM's Note: Silent One isn't currently carrying any cash. Was this intentional? If not, go ahead and note how much gold you're bringing along in your next post (otherwise, this may end up a very short adventure).
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
- Draconics
- Arena Lieutenant
- Posts: 294
- Joined: Wed Mar 17, 2021 5:13 am
- Location: Lost in time and space
Re: Silent One steams on to Sanctum Victoria!
Oh no, this will not do!
Silent One needs a better look, but also needs to blend in. Silent One will grow and shape himself to be taller, a humanoid-shaped biped. But will otherwise take the form of a tricorne elemental.
With it's newfound vantage point of the top of it's head, it will remain in the line, and then investigate.
Silent One needs a better look, but also needs to blend in. Silent One will grow and shape himself to be taller, a humanoid-shaped biped. But will otherwise take the form of a tricorne elemental.
With it's newfound vantage point of the top of it's head, it will remain in the line, and then investigate.
Three of Swords: Draconics, Nirrechau Reccateu, Roulette Master, Zweirugi
Solo Operative: Silent One
Knights of the Orders: Reshol of SKY, Tensyre of SKY
Solo Operative: Silent One
Knights of the Orders: Reshol of SKY, Tensyre of SKY