Page 1 of 4

Kit and Nole into the Heart of Darkness ?

Posted: Sun May 02, 2021 4:57 pm
by Kitsune106d
[quote = Kit stats]
Kit Timeshadow (kitsune106)-
Level 79
Planetary, Hope & Magic & Glitz & Time
HP- 20,250
MP- 29,625
STR- 2,132 (27)
AGI- 1,185 (15)
CON- 810 (10)
MIN- 1,185 (15)
SPI- 3,641 (39)
Worshipper of Sereyn-
Divine Healing- Spells cast by possessor that possess a Magical Attack bonus and Heal gain +(25 * Possessor Level) Magical Attack, Worshipper Benefit
Sereyn's Purification- Possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Channel Magical Light- If possessor is Level 10 or greater, possessor may change any of possessor's 'Magical Attack' actions to be solely Light element, Worshipper Benefit
Purge Toxin- If possessor is Level 5 or greater, possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Sereyn's Fury- If possessor is Level 25 or greater and any of possessor's opponents are Devout Worshippers of Nathreyn or Zereyn, possessor and possessor's allies who are Devout Worshippers of Sereyn or Vereyn gain +3,600 to all stats as a non-stacking bonus, Worshipper Benefit

*THOU SHALT NOT EAT THE FLESH OF HUMANS
Until Kit breaks this commandment in an RP thread (battle threads do not count), Kit gains +50% Minor Negative Status Effect Resistance.

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Change Stance
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive

flickers:

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys

Abjurer:
Abjurant Mummy-Curse Deflecting Aura- (Stance Ability, Abjurer) Possessor and possessor's allies cannot obtain debuffs from non-unique individuals below Level 60 whose name includes 'Mummy'
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
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
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 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
Broadened Abjuration Magic- (Passive Ability, Abjurer) Possessor's 'Broaden Casting' ability may count Abjuration Magic spells as Wizard Magic spells for its purposes (though not the purposes of other aspects of actions it is involved in)
Erosion-Resistant Spell- (Technique Ability, Abjurer) Possessor may use 'Erosion-Resistant Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs placed by said action may not be removed by Water element sources below Level 40.
Expert Protection Magic Attunement- (Passive Ability, Abjurer) Protection Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Protection Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Gloriously Problem-Deflecting Spell- (Technique Ability, Abjurer) Possessor may use 'Gloriously Problem-Deflecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs applied by said action may not be removed by opposing sources below Level 40.
Hyped-Up Spellshield- (Technique Ability, Abjurer) Possessor may use 'Hyped-Up Spellshield' in conjunction with a 'Cast a Spell' action so long as an Abjuration spell is cast and no other technique is used. Said action is delayed 5 rounds. If its caster is not Glory element, all Defense buffs that it provides are increased by 1 point as a non-stacking effect across all buffs on the same individual. If its caster is Glory element, all Defense buffs that it provides are increased by 5,000 points as a non-stacking effect across all buffs on the same individual.
Protector's Sacrifice- (Active Ability, Abjurer) Possessor may, as a counter in response to any enemy attack, before targets (other than self) take damage, spend any amount of Max HP or Max MP, one target takes that much less damage, Possessor may, as an action, reduce any of possessor's stats' maxes by a number, this amount of stat damage is healed (from the same stat) on target ally
Spell-Attaching Art: Golden Flame-Shield- (Technique Ability, Abjurer) Possessor may use 'Spell-Attaching Art: Golden Flame-Shield' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, gives its target a non-stacking buff that provides 15% Fire Resistance and +200 Defense against Fire.
Spell-Attaching Art: Hyper-Unlikely Electricity Cancellation- (Technique Ability, Abjurer) Possessor may use 'Hyper-Unlikely Electricity Cancellation' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, has a 1 in 15,000,000 chance of giving its target a non-stacking buff that gives it Immunity to Electrical against individuals below Level 60 for 1 round.
Spell that Blocks the Wind Guillotine- (Technique Ability, Abjurer) Possessor may use 'Spell that Blocks the Wind Guillotine' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Any buff applied by said action gains the additional effect 'possessor obtains 10% Instant Death Resistance against Air element actions'
Squid-Reprotecting Spell- (Technique Ability, Abjurer) Possessor may use 'Squid-Reprotecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. If said action applies an abjuration buff from a spell worth under 500,000 Gold, said action applies a copy of said buff to any one Aquatic that previously possessed any number of Abjuration buffs with caster as their source, provided that said buff could have been applied to said Aquatic
Zone Screen- (Passive Ability, Abjurer) Whenever possessor casts an Abjuration spell, possessor may, to a max of once per round, attach an non-stacking effect to a Zone, Terrain, or Phantom Terrain that gives all of possessor's allies, including possessor, in said Zone +(100 * Possessor Level) Defense and makes said allies unable to have their stats scanned by sources below (possessor Level - 10, to a max of 60)

Arcane Vizier:
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element

Architect:
Chip Away Mental Defenses- (Passive Ability, Architect) If possessor is wielding a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock', whenever possessor would deal MIN Damage that is not Healing to a target, possessor applies a debuff to that target that stacks 200 times that provides -200 Defense against MIN Damage
Excavate Insanity- (Technique Ability, Architect) Possessor may use 'Excavate Insanity' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains a 30% chance of inflicting or curing Insanity and an optional 100% chance of curing Confusion.
Excavate the Heart's Contents from the Pathways of the Mind- (Passive Ability, Architect) Possessor's 'Excavate Insanity' technique may gain a 30% chance of inflicting or curing Dominion and a 100% chance of inflicting or curing Charm
Eyes Honed In the Brain Mines- (Passive Ability, Architect) Possessor gains +15% To Hit against Mindshadows
Knows a Secret Method of Tooth-Brushing that is Highly Intimidating to Geese- (Passive Ability, Architect) If wielder would cure itself of a negative status effect or debuff that came from a Food or Drink consumable and wielder is wielding a Tool or Wand whose name includes 'Toothbrush', wielder may choose to have a 30% chance of inflicting Confusion: Fear on all opposing Aerials, with this infliction chance being increased by 170% against entities whose name includes 'Goose', Wielder's 'Erotically Brush Teeth' techniques may inflict Confusion: Fear instead of Charm: Lust on targets that are Aerials, Entities who are not Aerials who check wielder's Hygiene Value count it as being 1 point higher
Mindblast-Deflecting Pickaxe Spin- (Passive Ability, Architect) Up to once per round, if possessor is wielding an Axe or Tool, possessor may choose to have a 20% chance of cancelling a hit of an attack that is Psychic element that is targeting possessor that is coming from a source that is not greater Level than possessor
Mind-Shattering Strike- (Technique Ability, Architect) Possessor may use 'Mind-Shattering Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +60,000 Melee Attack, a 200% chance of inflicting Confusion, a 100% chance of inflicting Mindblasted, and a 30% chance of inflicting Insanity and removes all Psychic element buffs from sources below Level 60 from its target.
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
Psyche-Manifesting Pickaxe Blow- (Technique Ability, Architect) Possessor may use 'Psyche-Manifesting Pickaxe Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +35,000 Melee Attack, may deal no Damage, may deal 3,500 MIN Damage, cures all Possession and Haunting effects on target from Mindshadows below user's Level that are below Level 80, allows the target to optionally summon up to 5 Mindshadows of lower Level than the target that are normally fightable for drops on the Enemy List (with a max of 5 summoned per target).
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Thought Prospector- (Passive Ability, Architect) Possessor's 'Mine Brain' technique deals an additional 1,500 MIN Damage, applies a +15,000 Melee Attack bonus to actions it is involved in, and, if it deals at least 1 MIN Damage, gives its performer a buff that stacks 5 times that provides +1,500 MIN, with this buff being able to be transferred to any single willing target by its possessor at the start of any round.

Astromancer:
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation

Auramancer:
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
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

Bard:
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast

Beastmaster:
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
Sturdy Turtle Shell- (Passive Ability, Beastmaster) Possessor gains +500 Defense and 35% Resilience

Blessing:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Arkel's Wellness- (Passive Ability, Blessing) Possessor gains Diseased Immunity and 30% Plague Resistance
Blessed by Greatness-(Passive Ability, Blessing, can't be used in combos) +10 Max HP
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Holy Foresight-(Passive Ability, Blessing) +1% Dodge, Can't be used in combo
Holy Foresight II-(Passive Ability, Blessing) +5% Dodge, +20% additional dodge for characters over level 15, Can't be used in combos
Holy Strikes-(Passive Ability, Blessing) +1% Critical, Can't be used in combos
Knows This Shit Is Golden-Baller- (Passive Ability, Blessing) Possessor treats items that possessor is carrying or has equipped as being worth 5,000,000 additional Gold, Possessor is Immune to Confusion and Charm if possessor has at least 25,000,000 Gold worth of items equipped
Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
Mana Spark Blessing 15- (Passive Ability, Blessing) +35 to all stats, 4% Minor Status Effect Resistance, 3% Dodge
Mana Spark Blessing 16- (Passive Ability, Blessing) 4% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Strength in the Face of Certain Death- (Passive Ability, Blessing) Possessor gains +500 to all stats as an uncapped bonus when in battle against one or more opponents 10 or more Levels greater than possessor and all of possessor's allies if possessor has 5 or fewer non-pet, non-summon allies.
Tiny Strength Blessing- (Passive Ability, Blessing) +1 STR

Captain:
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Channeler:
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast

Chef:
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Improved Mircrowave Gaze- (Passive Ability, Chef) If possessor possesses a Chef ability called 'Microwave Gaze', then any ability called 'Microwave Gaze' that it grants its possessor gains '30% inflicts Burning', '30% may inflict Poison: Irradiated', and 'Deals 2,000 CON Damage'
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Retroactive Chef- (Passive Ability, Chef) Possessor may, once per round as an ability that cannot be reset by the round resetting, before one of possessor's actions, reset the round to the round's start (if no entity of Level 60 or greater objects), obtaining the result of a Secret Formula that possessor possesses and possesses the appropriate ingredients for, provided said Formula makes a Food or Drink Consumable, expending said ingredients as part of said reset
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

Chronicler of Eternity:
Chronomancer- (Passive Ability, Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
First Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)

Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
tempo
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
♢Heaven's Hammer- (Passive Ability, Crusher) Possessor gains +(50 * Possessor Level) Melee Attack and +(100 * Possessor Level) SPI if wielding a Hammer, Wielder's 'Melee Attack', 'Melee Overdrive' and 'Powerful Attack' actions may use Strength or Spirit as their Prime Attribute, and possessor may base 'Melee Attack' bonus capping on either Strength or Spirit for purposes of said actions
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
♢Like A Hammer From the Heavens- (Passive Ability, Crusher) Possessor's first attack of each thread, if performed during the first round of battle and performed targeting a single Demon, Devil, or Daemon that is not 5 or more Levels greater than possessor that has not yet acted, deals double Damage (to a max of (Possessor Level * 1,000,000,000 additional Damage) if possessor is wielding a Hammer and has a greater SPI or CON than said target's CON
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
♢Shattering the Dark Fortress- (Passive Ability, Crusher) If possessor is wielding a Hammer, possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may each remove a Defense-increasing or Resistance-increasing/granting buff that comes from a Demon, Devil, or Daemon source that is not 20 or more Levels greater than possessor

Defender:
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
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.
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 II- (Stance Ability, Defender) +200 Defense
Defensive Stance- (Stance Ability, Defender) +50 Defense
Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
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.
Ice Shield Stance- (Stance Ability, Defender) +50 Defense against Ice if a non-Ice element Shield is equipped or +500 Defense against Ice if a Ice element Shield is equipped, 10% Ice Resistance, 20% Fire Weakness
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.
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
Stone Shield Stance- (Stance Ability, Defender) +50 Defense against Earth if a non-Earth element Shield is equipped or +500 Defense against Earth if an Earth element Shield is equipped, 10% Earth Resistance, 20% Air Weakness

Diplomat:
Gregarious- (Passive Ability, Diplomat) Possessor's chance of inflicting minor positive status effects on allies are increased by 30%
Prompt- (Passive Ability, Diplomat) Possessor gains +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle
Unflappable- (Passive Ability, Diplomat) Possessor is Immune to minor negative status effects from sources 10 or more Levels below possessor if possessor is wearing a Clothing worth at least 40,000,000 Gold

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Driver:

Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Timecraft Driver- (Passive Ability, Driver) Possessor's Time element Vehicle transformations gain +500 AGI and 40% Dodge


Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus


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

Engineer:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats

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

Flux Baron:
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
Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Lord of the Silverfur Pack- (Passive Ability, Flux Baron) If possessor summons an entity whose name includes 'Werewolf' or that is a Shapeshifter whose name includes 'Were', possessor may choose for its name to gain the word 'Silverfur' as a prefix, for said entity's stats to naturally be 3,000 points higher, and for said entity to naturally possess no Earth Weakness
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Friendship:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Enemy of Decan Cassus- (Passive Ability, Friendship) Possessor may not be on the same side of battle as individuals named 'Decan Cassus', Whenever an individual named 'Decan Cassus' damages possessor, that individual deals 5,000 additional points of HP or MP damage to possessor, individuals named 'Decan Cassus' gain +200 to all stats if possessor is on an opposing side of battle from them (Bound to Seirei)
Has A Small Fan Club- (Passive Ability, Friendship) +1 Fame
Has Attracted Attention and Fans in the Battle Arena- (Passive Ability, Friendship) Possessor gains +1 Fame, Possessor gains +300 to all stats if possessor has at least 20 Fame
Menace from the Disaster Trio- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Menace from the Disaster Trio', all three become solely the element Null, each deal every other individual in the same Battlespace 50,000 Null Damage at the start of each round, and count as being in a guild named 'Disaster Trio'
Used to be Famous- (Passive Ability, Friendship) Possessor has 10 extra unmodified stat points and has chosen to place them like this: (+10 con)

Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes

General:
Also Named 'Fred'- (Passive Ability, General) Possessor's name counts as including 'Fred'
Predicted to Be a Great Hero- (Passive Ability, General) Possessor gains +2 Fame

Geomancer:
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle


Gigas Knight:
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has an Aura equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Deflective Armor- (Active Ability, Gigas Knight) Possessor gains a 5% chance of Reflecting Physical from sources below Level 20 if possessor is wearing Grand Armor
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped

Guardian:
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
♢Arbiter's Just Raiment- (Passive Ability, Guardian) Possessor takes 50% Damage from entities afflicted with Entombed: Incarcerated if possessor is wearing Heavy Armor and is a Celestial
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
♢Bearing the Raiment of Justice- (Passive Ability, Guardian) Possessor gains +(50 * Possessor Level) Defense, +(100 * Possessor Level) CON, and +(100 * Possessor Level) SPI if wearing a Heavy Armor, Possessor may choose at the beginning of a thread (as a non-buff effect) to make its HP-Determining stat Constitution or Spirit and to make its per-item Defense capping based on either Constitution x 2 or Spirit x 2
Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
♢Bulwark Against Impurity- (Passive Ability, Guardian) If possessor is wearing Heavy Armor, possessor gains (Possessor Level /4, rounded up)% Demon Resistance, Devil Resistance, and Daemon Resistance
Droplet of the Enduring Nature of the Iron Dream- (Passive Ability, Guardian) Possessor gains +5,000 Max HP
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Further Meditation Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 20
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
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
♢Impenetrable Status Bulwark- (Passive Ability, Guardian) If possessor is wearing Heavy Armor, possessor's Resistances cannot be ignored by lower-Level Demons, Devils, and Daemons
♢Inviolable Heavenly Girding- (Passive Ability, Guardian) If possessor is a Celestial and has a Heavy Armor equipped, possessor may, up to once per thread, cause a Critical against possessor to no longer be a Critical
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
♢Sublimely Undiminishible Heavenly Form- (Passive Ability, Guardian) If possessor is a Celestial and wearing Heavy Armor, possessor may, up to (Possessor Level / 25, rounded up) times per thread, when possessor would be afflicted with a negative status effect by an entity that is not more than 5 Levels greater than possessor, choose to not be afflicted by said status effect
Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience

Gunslinger:
Basic Gunslinging Attunment- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor

Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Knoweldge of Electroshock Therapy- (Passive Ability, Healer) Possessor's Electrical-element, Non-Offensive actions may gain '15% cures any one minor negative status effect'
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Restorative Power that Cures Illness- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may have a 30% chance of curing any of its targets of any one minor status effect whenever it would otherwise heal something
Restorative Power that Heals Agility- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of AGI Damage whenever it would otherwise heal something
Restorative Power that Heals Mind- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of MIN Damage whenever it would otherwise heal something
Restorative Power that Heals Stats- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 200 points of stat damage from each stat whenever it would otherwise heal something
Restorative Power that Heals Spirit- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of SPI Damage whenever it would otherwise heal something
Restorative Power that Heals Strength- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of STR Damage whenever it would otherwise heal something
Restorative Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
♢Shining Aura of Pacifism- (Stance Ability, Healer) Possessor may not conduct offensive actions, Possessor may not place debuffs or negative status effects on individuals or deal non-healing Damage, HP and MP Healing dealt by possessor's is doubled, Possessor's opponents of equal or lower Level deal half Damage to possessor if possessor possesses any unique allies
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action


Heavenly Protector:
Crisis Overcrash: Golden Rapture- (Technique Ability, Heavenly Protector) Possessor may use 'Crisis Overcrash: Golden Rapture' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor is an Angel, Celestial, or Deva. Said action gains +400,000 Magical Attack, gains '1 hit against all', may move its targets who are not equal Level to or greater Level than user to the existing battlespace of user's choice, unsummons its targets who are Daemons, Devils, and Demons, removes buffs and debuffs from its targets that grant their possessors the subtype Undead, ignores the Resistances and Immunities of non-unique entities below Level 80 and unique entities below Level 60, and has a 100% chance of inflicting Cursed: Damned and Vanished on opponents of user who are not greater Level than user. Said action sets its user's MP to 0 for the remainder of the thread.


Hero:
Hero's Resolve- (Passive Ability, Other: Hero) Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor, Possessor gains Dominion Immunity
Soul-Puncher- (Passive Ability, Other: Hero) Possessor gains +15,000 Magical Attack and Melee Attack, Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal", Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect

Hunter:
Ghost Hunter- (Skill Tree, Hunter)
[][][][][]- Possessor gains +5% To Hit against Undead whose name includes 'Ghost' or who possess a Constant Effect whose name includes 'Incorporeal' for each box marked; each box costs 1 Skill Point
[][][][][]- Possessor gains +3% Critical against Undead for each box marked; each box costs 1 Skill Point
[]- Possessor may spend an action to scan the stats of an Undead whose name includes 'Ghost' or who possesses a Constant Effect whose name includes 'Incorporeal'; the box costs 3 skill points
[]- Possessor ignores Dodge bonuses provided by Constant Effects whose name includes 'Incorporeal'; the box costs 8 skill points
[]- Possessor is Immune to debuffs that come from abilities whose name includes 'Possess' or 'Possession' that result in possessor's actions being controlled or possessor being treated as a transformation; the box costs 10 skill points
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles

Lancer:
Lances of the Far Heavens- (Technique Ability, Lancer) Possessor may use 'Lances of the Far Heavens' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +117,000 Melee Attack, gains +117,000 Ranged Attack, gains +117,000 Magical Attack, gains '17 hits against 1', becomes solely the element Astral, and cannot miss targets who are below Level 65 who are not Astral Beings.
Warpspeed Jousting- (Technique Ability, Lancer) Possessor may use 'Warpspeed Jousting' in conjunction with a 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +135,000 Melee Attack, deals full Damage to the back row, cannot miss targets who are below Level 80, and may, if no entity of Level 80 or greater or that is both Level 60 or greater and greater Level than wielder in either wielder's current battlespace or wielder's chosen destination battlespace objects, wielder may, at the beginning of said action, move to another battlespace and target entities in that battlespace with said action.

Lawbringer:
Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
♢Awesome Blows- (Passive Ability, Lawbringer) Whenever possessor kills an opponent while wielding a Mace or Hammer, said opponent's allies have (should possessor desire such) a 100% chance of being afflicted with Awestruck
Bad Cop Stance- (Stance Ability, Lawbringer) Possessor's attacks gain 25 additional points of their relevant attack bonus and deal 20 additional points of any type of stat damage they would inflict; These bonuses increase to 500 points and 50 points, respectively, should one of possessor's allies be in Good Cop Stance
♢Banishing Verdict- (Passive Ability, Lawbringer) When possessor inflicts Entombed: Incarcerated on an entity that is not 10 or more Levels greater than possessor, possessor may unsummon it if possessor is wielding a Hammer or Mace
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Dizzying Bash- (Technique Ability, Lawbringer) Possessor may use 'Dizzying Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Confusion.
Dual Mace-Wielding- (Passive Ability, Lawbringer) Possessor gains +50 Melee Attack if possessor has two Maces or a Mace that is a Weaponx2 equipped
Fist of Civilization- (Active Ability, Lawbringer) Possessor may use Fist of Civilization in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +60 Melee Attack for this attack; this bonus increases to +2,500 Melee Attack if possessor is allied with a Large Structure. This attack gains an additional +250 Melee Attack against Humanoids
Forces of Justice- (Stance Ability, Lawbringer) Possessor and all of possessor's allies who either have at least 5 Lawbringer abilities or are Celestials, Illuminated, or Daemons, gain +50 to all stats, stacks 4 times
Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Good Cop Stance- (Stance Ability, Lawbringer) Possessor's attacks that have a chance of inflicting Charm have a 5% greater chance of doing so, Possessor acts as though possessor were 2 levels higher for purposes of scanning targets; These bonuses increase to 10% and 5 levels, respectively, should one of possessor's allies be in Bad Cop Stance
Handcuff 'Em- (Active Ability, Lawbringer) Possessor may use Handcuff 'Em in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. This character gains a 15% chance of inflicting Paralysis and a 5% chance of inflicting Entombed: Incarcerated with this attack. Alternately, possessor may choose to spend an action to have a 15% chance of inflicting Paralysis and a 5% chance of inflicting Entombed: Incarcerated on one target.
♢Heaven-Judge's Banishing Hammerblow- (Technique Ability, Lawbringer) Possessor may use 'Heaven-Judge's Banishing Hammerblow' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as possessor has a Mace or Hammer equipped. Said action gains +2,000 Melee Attack and unsummons up to 40 entities below Level 60 that are Demons, Devils, or Daemons that are not 20 or more Levels greater than its performer.
♢Heaven's-Justice Strike- (Technique Ability, Lawbringer) Possessor may use 'Heaven's-Justice Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as a Mace or Hammer is equipped. Said action gains a Melee Attack bonus equal to the Magical Attack bonus of one Celestial Magic or Holy Magic spell equipped by its performer (with said spell not counting as being cast as part of said action to provide said bonus)
♢Heaven Shockwave Rain- (Passive Ability, Luminary) Whenever possessor unsummons an opposing Demon, Devil, or Daemon, to a max of 200 times per round, possessor may deal (10,000 * Possessor Level, to a max of 2,000,000) Flat Light element Damage to all of said unsummoned entity's allies
Impairing Bash- (Technique Ability, Lawbringer) Possessor may use 'Impairing Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Impaired.
Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
♢Judge of the Heavens- (Passive Ability, Lawbringer) If possessor is a Celestial, possessor gains +(Possessor Level * 100) Melee Attack while wielding a Mace, Possessor may choose to inflict Awestruck instead of Entombed: Incarcerated or Entombed: Incarcerated instead of Awestruck if wielding a Mace, Possessor may treat Hammers as Maces for purposes of Lawbringer abilities if possessor is a Celestial
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Paralytic Bash- (Technique Ability, Lawbringer) Possessor may use 'Paralytic Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack
♢Retributive Sentence- (Passive Ability, Lawbringer) If possessor is wielding a Mace or a Hammer and is a Celestial, up to once per round, when an entity inflicts a debuff or negative status effect on an ally of possessor, possessor may choose to have a 200% chance of inflicting Entombed: Incarcerated on said entity
♢Sublime Overcrash: Insurmountable Verdict- (Technique Ability, Lawbringer) Possessor may use 'Sublime Overcrash: Insurmountable Verdict' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has a Mace or Hammer equipped. Said action gains +50,000 Melee Attack, unsummons all Demons, Devils, Daemons, Arch-Demons, Arch-Daemons, Arch-Devils, and Fiends, and gives all entities in caster's battlespace a non-stacking debuff that makes its possessors unable to summon Demons, Devils, Daemons, Arch-Demons, Arch-Daemons, Arch-Devils, or Fiends, with said debuff not being removable without user's permission if user is alive. Said action sets its user's MP to 0 for the remainder of the thread.
♢Wielding the Heavenly Judge's Gavel- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack while possessor is a Celestial and is wielding a Mace or Hammer, Possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may use Spirit as their Prime Attribute if possessor is a Celestial and is wielding a Mace or Hammer, Possessor may use Spirit to determine possessor's per-item Melee Attack bonus caps if possessor is a Celestial and is wielding a Mace or a Hammer

Luminary:
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Armored by Heavenly Magic- (Passive Ability, Luminary) Possessor obtains +(500 * the number of Holy Magic or Celestial Magic buffs present on possessor) Defense, to a max of 100,000 Defense
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Celestial Magic Casting I- (Passive Ability, Luminary) Celestial Magic spells cost possessor 20 less MP to cast
Celestial Magic Casting II- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast
Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
♢Insurmountable Holiness- (Passive Ability, Luminary) Possessor gains +(100 * Possessor Level) SPI if possessor is not afflicted with Voidstruck and has at least 5 Celestial Magic spells equipped, Possessor gains Voidstruck Immunity if possessor possesses no SPI-reducing debuffs or curses, is a Celestial, and has at least 5 Celestial Magic spells equipped
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast
Purifying Spell- (Active Ability, Luminary) This character may use Purifying Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. The spell gains a 20% chance of curing any one minor status effect.
Radiant Wings of Holy Magic- (Passive Ability, Luminary) Possessor gains 20% Earth Resistance and +120 AGI for the remainder of each round possessor casts a Celestial Magic spell and the duration of the next round
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI

Mad Scientist:
Can Grow Tumors on a Farm- (Passive Ability, Mad Scientist) Possessor gains +200 MIN, Possessor's Bio-Horror pets and summons have their chances to inflict Diseased increased by 5%
Organ-Farm Mastery- (Passive Ability, Mad Scientist) Possessor gains +300 MIN, Possessor's Bio-Horror pets and summons gain 50% Stat Drain Resistance
Preserve Extracted Brain- (Passive Ability, Mad Scientist) Once per round, possessor may choose to place a buff on a dying individual that prevents (dying or being dead) from removing MIN increasing buffs, but that, if removed, removes all MIN-increasing buffs on its possessor if its possessor is dead at the time of its removal

Magewright:
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped
Wielder of the Old Powers of Hunting- (Passive Ability, Magewright) Possessor, if wielding the item '*Anchor of Ordered Knowledge' and choosing to use a Damage Formula provided by it, deals 1,000,000 additional Damage per action to unique opponents

Magus:
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Mystic Toss- (Technique Ability, Magus) Possessor may use Mystic Toss in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack may use the Ranged Attack bonus of any one equipped Accessory that shares an element with at least one equipped Orb as though it were a Magical Attack bonus

Mentalist:
Basic Psychic Arts Attunement- (Passive Ability, Mentalist) All Psychic Arts spells gain +10 Magical Attack and cost 10 less MP
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Arts spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

Merchant:
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

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

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
♢Benevolent Celestial Shielding- (Passive Ability, Paladin) At the start of a thread, if possessor is wearing a Heavy Armor and is a Celestial, possessor may choose one Resistance to an element that possessor possesses and grant said Resistance to possessor's allies as a constantly-applied effect, with this element-selection effect being present on possessor as a non-stacking buff
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
Connected to the Orb of Light- (Passive Ability, Paladin) Possessor may, a single time, at any point where triggers are checked, choose to lose this ability to immediately auto-resurrect and gain 30 bonus weeks out of any combination of the classes Luminary, Radiant Hierophant, Priest, Healer, Paladin, Justicar, and Magus, This ability cannot be prevented from being lost or be replicated by sources below Level 500
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
♢Holy Celestial Light- (Passive Ability, Paladin) If possessor is a Celestial and is Light element, possessor may equip and cast Holy Magic spells as though they were Celestial Magic spells and may cast Celestial Magic spells as though they were Holy Magic spells
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
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- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
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
♢Shared Holy Bulwark- (Passive Ability, Paladin) At the start of a thread, if possessor is wearing a Heavy Armor and is a Celestial, possessor may choose one Heavy Armor that possessor has equipped and apply its effects it possessor's allies as a constantly-applied effect that is subject to capping as though it came from an item equipped by each individual it is affecting (with capping being on a per-individual basis), with this armor-selection effect being present on possessor as a non-stacking buff

Priest:
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Has Studied the Holy Scriptures of Sereyn- (Ability, Priest of Sereyn) All Divine Magic spells cost 40 less MP, All Divine Magic spells that heal restore 300 more HP, Character (for RP purposes) has knowledge of Sereyn's scriptures and can recite parts if necessary.
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Pious- (Passive Ability, Priest) Possessor's Level counts as being 1 higher, to a max of 99, for purposes of Worshiper Benefits, with said effect being unable to bypass 'Immune to Under Level X' effects
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Priestess of Sereyn- (Passive Ability, Priest) +500 Damage to all healing Divine Magic spells, All Divine Magic spells cost 30 less MP, Prayers Unto Sereyn takes 2 less turns
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

Protector:
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Health-Restoring Protection Stance- (Stance Ability, Protector) Each individual who obtains a Defense bonus from possessor's 'Guard Back Rank' actions may be healed for 5,000 points of Flat Light element HP Healing

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

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Secret Lecture (and Debate) Technique: Lull them Into Vaguely-Unhappy Boredom with Long, Meandering Anecdotes about Dead Animals, Then Surprise 'Em With Sudden, Loud, Insulting Rappers Accompanied by Posses of Vaping Clowns with Laser Vision- (Technique Ability, Scholar) Possessor may use 'Secret Lecture (and Debate) Technique: Lull them Into Vaguely-Unhappy Boredom with Long, Meandering Anecdotes about Dead Animals, Then Surprise 'Em With Sudden, Loud, Insulting Rappers Accompanied by Posses of Vaping Clowns with Laser Vision' in conjunction with a 'Cast a Spell' action so long as no other Technique is used and possessor has a Book equipped. Said action gains a 100% chance of inflicting Fatigued: Tired and a 50% chance of inflicting Confusion: Depression, and generates a buff on its performer that allows its performer, at the end of the round said buff was acquired, to deal 3,000,000 Flat Sonic & Psychic & Air & Energy & Moon element Damage to all opponents, with this Damage being being multiplied by 10 (to a max of 30,000,000 additional points) against targets that are afflicted with Fatigued: Tired, and to have a 100% chance of infliction Confusion and Confusion: Berserk on all opponents; the acquisition of this buff, if its possessor is engaged in a Hyper Debate, results in the loss of Debate Momentum and attempts to provoke an Attention Lull while conducting a Focused Attack on the Current Point with an amplified Factualness of 3; the expenditure of this buff may, if its possessor is engaged in a Hyper Debate, to, up to once per Topic Field and up to three times per Hyper Debate, gain control of Debate Rhythm, with this effect ignoring Combination Chains, Debate Momentum, Diplomacy Comparisons, and Attention Lulls, but with this effect not overruling Codified Debate Strictures.
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60

Scientist:
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance

Skykeeper:
Exceptional Balloonist- (Passive Ability, Skykeeper) Possessor's Transformations whose name includes 'Balloon', 'Hot-Air', 'Blimp', 'Dirigible', or 'Zeppelin' gain +7,000 to all stats and +7,000 to their turn-order-determining stat sum for turn-order-determining purposes, Possessor gains +40% Dodge and +3 Move if possessor is in a Grid-Tracked Balloon Race
Form of Landhawk- (Stance Ability, Skykeeper) Possessor gains +75 AGI, Possessor's Fatigued: Stun infliction chances are increased by 5%, Possessor's subtype solely becomes Aerial
Radiant Dove Wings- (Passive Ability, Skykeeper) Possessor gains +500 AGI, 15% Light Resistance, and 35% Dodge, Possessor may choose to obtain a buff that makes its possessor the element Light at the start of any round
Zippity Mode- (Stance Ability, Skykeeper) Possessor's turn-order-determining stat sum is increased by 3,000 for turn-order-determining purposes

Shrine Maiden:
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Keeper of the Afterlife- (Passive Ability, Shrine Maiden) Whenever possessor summons a Human, Humanoid, or Fae, possessor may summon an instance of said entity that naturally possesses the subtype Spirit in addition to its other subtypes, that naturally possesses stats that are 6,000 points higher than they otherwise would be, that naturally possesses the prefix 'Returned Champion ' before its name, that naturally possesses Physical Immunity, that naturally possesses a Constant Effect named Incorporeal that increases its possessor's Dodge value by 100% if it does not already possess a Constant Effect of said name, and that naturally possesses 15% Necromancy Resistance

Smith:
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Swordsman:
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.

Warlord:
Knows Some Smelly Goblins- (Passive Ability, Warlord) Humanoids and Fae summoned by possessor whose name includes 'Goblin' may natrually have their names gain the prefix 'Smelly ' and, if they do, naturally gain the effect 'Smells Vile- Entities in the same battlespace as possessor who do not possess the Constant Effect 'Smells Vile' have a 50% chance of being afflicted with Pain: Nauseous at the start of each round and when possessor enters their battlespace, Constant Effect'
Whistle for the (Inevitably Either Drunk or Hungover) Goblin Servants- (Active Ability, Warlord) Possessor may spend an action to summon 5 Goblin from the Enemy List that are afflicted with either (Confusion and Poison: Drunk) or (Fatigued and Pain), Max 200 summoned

Warrior:
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission

Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

Other: Living Legend:
A Companion Remembered Forever- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each thread, possessor may choose a non-unique pet that possessor is carrying, said pet as a buff becomes unique and has its name changed to ''s Companion the '
Actualized Legend-Titan Body- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to count as up to (possessor's number of allies) individuals in possessor's row for row-order purposes if all of possessor's opponents are non-unique
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Name To Be Feared- (Passive Ability, Ohter: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Awesome Blow- (Technique Ability, Other: Living Legend) Possessor may use 'Awesome Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Powerful Attack' action if possessor is Glory element. Said action gains '60% inflicts Charm: Impressed' and '30% inflicts Fatigued: Stun'
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Companions Forever Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique allies are afflicted with Elevated at the start of every round
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory 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 Glory
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the
same battle as possessor possesses an equal or greater number of abilities from said class
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values

Other: Time Mage:
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of
spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +2,000 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 500 points
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.

Other: Temporal Primarch:
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Call Forth the Living Time- (Active Ability, Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Clock-Gear Wings- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +300 AGI for turn-order-determining purposes, Possessor's turn-order-determining stat sum may not be specifically and directly reduced by sources below Level 40, Possessor gains Impaired: Slow Immunity, and Chances of inflicting Augmented: Haste on possessor are increased by 10%
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Detect Time- (Passive Ability, Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time 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 Time
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Establish Defensive Timewall- (Active Ability, Other: Temporal Primarch) Possessor may, if possessor is Time element, spend an action to give a target a non-stacking buff that provides its possessor with +50,000 Defense and that makes entities below Level 60 unable to target its possessor with offensive Time-element actions
Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Slowing- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Improved Time Elemental Emanation- (Passive Ability, Temporal Primarch) Possessor's 'Call Forth the Living Time' ability may summon entities up to Level 20
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Mastery of Nullified Time- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, cannot have that element changed or removed by Null element actions, items, spells, attacks, or entities unless said change is coming from a source 20 or more Levels greater than possessor
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Prosperous Venting of Excess Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and performs an 'Elemental Attack' action that is solely Time element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Slowing Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Time Body Form- (Stance Ability, Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time 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 Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, 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 Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP
Zonal Time Control- (Passive Ability, Other: Temporal Primarch) Possessor may, at the start of each round, choose one Zone of Time that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Mindscape-Boring Movement- (Passive Ability, Wanderer) Possessor gains Mindblasted: Lost in Thought Immunity, Possessor may, up to once per round, when possessor moves from one row to another row, destroy a Zone of Psychic created by a lower-Level entity or remove an effect attached to a Zone of Psychic that comes from a lower-Level entity, Effects attached to Zones of Psychic by entities below Level 60 cannot prevent possessor from moving to other rows or battlespaces
Thought-Spelunker's Mind-Gas Immunity- (Passive Ability, Wanderer) Possessor gains 30% Psychic Resistance, 75% Suffocation Resistance, 120% Mindblasted Resistance, and Stat Drain: MIN Drain Immunity; Possessor gains 60% Dodge if possessor is in a Zone of Psychic
Warp Step- (Passive Ability, Wanderer) Possessor gains +35% Dodge, Possessor gains +3 Move, Possessor's Movetype becomes Warp

Worldbound God:
Bestow Worshipper Benefit: Destined for Lasting Romance- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Destined for Lasting Romance- Possessor's stat values may not be delinked by sources below (Possessor's Level, to a max of possessor's granting Patron Deity's Level) without possessor's permission, Worshipper Benefit
Bestow Worshipper Benefit: Disjoined From Time- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Disjoined From Time- Possessor gains Petrified: Time Stop Immunity, Dissolving: No Future Immunity, and 40% Time Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Excellent Lover- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Excellent Lover- At the start of each round, possessor may select a willing target to cause to regenerate (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) * 1,000) HP and have a (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) *4)% chance of inflicting Charm, Charm: Lovestruck, and Charm: Lust, Worshipper Benefit
Bestow Worshipper Benefit: Glows With Inner Light- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Glows With Inner Light- Possessor's presence counts as the presence of (Possessor's Level (to a max of Possessor's granting Patron Deity's Level)/10, rounded up) Zones of Light
Bestow Worshipper Benefit: Protection from Base Elements- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Protection from Base Elements- Possessor gains 5% Base Element Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Rapid Prayer- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Rapid Prayer- Possessor may declare at the start of a round that possessor is praying rapidly; if possessor does so, possessor broadcasts the message '<Possessor> is praying rapidly!', gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) to possessor's turn-order-determining stat sum for turn-order-determining purposes, may only conduct one action during the round, and may only perform 'Cast a Spell' actions that involve the casting of a Divine Magic spell during the round, Worshipper Benefit
Bestow Worshipper Benefit: Temporally Hasted- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Temporally Hasted- Possessor is afflicted with Augmented: Haste at the start of each round and gains the element Time, Worshipper Benefit
Bestow Worshipper Benefit: Unaging- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unaging- Possessor gains Fatigued: Elderly Immunity and 15% Time Resistance, Worshipper Benefit
Can Link to Multiple Planets- (Passive Ability, Other: Worldbound God) Possessor suffers no negative effects from failing to meet requirements of Worldbound God abilities regarding what Zones, Terrains, or Phantom Terrains possessor must be in (but does not count as being in them for other purposes when not in them)
Enjoys Being Worshipped- (Passive Ability, Other: Worldbound God) Possessor is afflicted with Elevated or Invigorated at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace
Focus of Worship- (Passive Ability, Other: Worldbound God) Possessor's pets and summons may choose, when summoned, when equipped, or at the start of a round, if they possess no Patron Deity, for possessor to become their Patron Deity
Lesser Deific Domain: Light- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 2)% Inflicts Awestruck, Possessor gains 40% Light Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Love- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Charm: Lovestruck, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Madness- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Confusion, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Plants- (Passive Ability, Other: Worldbound God) Possessor's Plant allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Plant Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies are afflicted with Augmented: Haste at the start of each round, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Wards- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain +(200* Possessor's Level) Defense, Possessor gains 40% Warding Resistance, Possessor has RP powers connected to this divine domain
Mad God's Breath- (Passive Ability, Other: Worldbound God) When possessor summons an entity, if that entity chooses when summoned to become a Devout Worshipper of possessor or otherwise a Devout Worshipper of possessor at the time of its summoning, possessor may choose to afflict that entity with an instance of Insanity that gives its possessor Immunity to Major Negative Status Effects from sources that are below possessor's Level in addition to its other effects

Misc:
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Basic Spirit Form User- (Passive Ability, Medium)- All Spirit 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
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Competitive Gamer- (Passive Ability, Monk) Possessor gains +250 AGI and +250 MIN
Contact Shadow Kitsune- (Passive Ability, Binder) Whenever possessor summons or replicates an effect from a 'Kitsune' or 'Nine-Tailed Kitsune' from the Enemy List, possessor may choose for said entity to naturally be named 'Shadow <Kitsune or Nine-Tailed Kitsune, as is appropriate>', with said entity, in said case, naturally gaining the element Darkness and naturally possessing the following Constant Effect:
Shadowed- Possessor gains +20% Dodge, Constant Effect
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Destructolaser- (Passive Ability, Roboticist) If possessor is a Robot, possessor gains the ability:
Destructolaser- 20,000 Damage, 15% inflicts Antimatter, 15% applies a debuff that provides -300 to all stats that stacks 5 times, This action's Prime Attribute is Agility, Technology & Destruction, 23,000 MP
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Elected President of Mayors- (Passive Ability, Wind Duke) Possessor gains +5 Fame, Possessor may, at the start of any round, choose to have a 60% chance of inflicting Dominion on any entity whose name includes 'Mayor', Possessor may, at the start of any round, choose to give any willing entity of lower Level's name the prefix 'Mayor ', Possessor may, at the start of any round, choose to give any entity of lower Level a debuff that removes the word 'Mayor' from its possessor's name
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Fast Typing- (Passive Ability, Other: Reality Coder) +15 AGI, Possessor gains +60 to possessor's turn-order-determining-stat-sum if MIN is one of possessor's turn-order-determining stats
Fleet Footed Messenger- (Skill Tree, Monk)
[x][x][x][x][x]- Possessor gains +5% Dodge for each box marked; each box costs 1 Skill Point
[]- Possessor gains +500 to possessor's turn-order-determining stat sum if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Switch Rows' action if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Trade' action if the box is marked; the box costs 5 skill points
[]- Once per thread possessor may gain an additional action after completing a 'Trade' action if the box is marked; the box costs 12 skill points
Form of Giant Octagon- (Stance Ability, Walker From Beyond) If possessor is an Abstract, possessor has a non-stacking 5% chance of cancelling the actions of lower-Level opponents that are below Level 80 and non-unique
Form of Hydra- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains +5,000 STR, gains +5,000 CON, and regenerates 50,000 HP at the start of each round
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
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
Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knows Hand Gestures that Signal the Sky to Lay Down the Smackdown- (Passive Ability, Commander) +145,000 Ranged Attack, +112,000 Magical Attack, Possessor's Air element Elemental allies are Immune to Confusion while possessor is present, Possessor's Air element allies gain +50% Critical as a non-stacking Constantly Applied effect, if possessor is in a Grid-Tracked Balloon Race and has performed an attack at a distance of 2 or more (or that invokes a Weather Effect, whether Tile-Based or otherwise), possessor may, to a max of once per round, Move 7, then conduct an 'Ranged Attack' action (provided possessor is normally capable of performing said action type) with a minimum Distance of 3 and a Maximum Distance of 5, with Weather-Synchronized Moderate Negative Status effects (and their sub-status effects) having a 50% greater chance of being inflicted, with this infliction chance having any Synchronized Auto-Pop Proc Chances increased by 5% (to a max of 98%) and any Synchronized Forced Movements having their Magnitude increased by a chosen number from 5 to 8
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Prince of Faerie- (Passive Ability, Counselor of Faerie) +80,000 SPI, +40,000 AGI, +40,000 Magical Attack, +20% Dodge, 20% Fae Resistance, Possessor gains a 200% chance of optionally inflicting Charm on Fae, Possessor gains a 45% chance of optionally inflicting Dominion on Fae, Possessor may control the actions of lower Level Fae that are below Level 60 and non-unique
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Remembers What War Was Like Back In The Day- (Passive Ability, Other: Warmaster) Possessor treats War as a base element
Repair Destructobot- (Technique Ability, Roboticist) Possessor may use 'Repair Destructobot' in conjunction with a 'Melee Attack' action. Said action Heals Robots and increases the Damage values of the abilities of Robots it targets by 2,500 Points as a buff that stacks 4 times. Said action does not effect non-Robots.
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Robot Dragon Engineer- (Passive Ability, Roboticist) Whenever possessor summons or replicates an effect from a Dragon below Level 80 from the Enemy List that only naturally possesses the subtype Dragon, possessor may choose for said entity to naturally be named 'Robo-<Its name>', with said entity, in said case, naturally gaining the subtype Robot and naturally possessing the following Constant Effect:
Masterfully Mechanized- Possessor's turn-order-determining stat sum is increased by 20,000 for turn-order-determining purposes as a non-stacking effect, Constant Effect
Sculptor of Primordial Clay- (Passive Ability, Evermason) When possessor would summon an entity from the Enemy List that is a Golem whose name includes 'Clay', possesor may choose to summon an instance of said entity whose name naturally includes the word 'Primordial ' before the word 'Clay' and that naturally possesses the following Constant Effect:
Sculpted from Primordial Clay- Possessor is Immune to individuals below Level 39, gains +1,750,000 HP, gains +11,500 to all stats, and gains the subtypes Shapeshifter and Elemental, Possessor's transformations gain +10,000 to all stats, gain +1,000,000 HP, gain +1,000,000 MP, and deal 20,000 additional Damage, Possessor may, up to once per round, at the start of the round, transform into a Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the Enemy List and detransforms when killed in said form instead of dying, with this transformation counting as being a Polymorph Effect, Constant Effect
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Summoner of Spirit-Dragons- (Passive Ability, Binder) Whenever possessor would summon a Dragon from the Enemy List, possessor may summon an instance whose name naturally begins with 'Spiritual ' that naturally possessess an additional (500 * the summon's Level) SPI, that naturally additionally possesses the subtype Spirit, and that naturally possesses Diseased Immunity
Summons Fat Animals- (Passive Ability, Summoner) Whenever possessor summons an Animal, possessor may make its name naturally start with "Fat " and give it 5,000 more natural HP, 200 less natural AGI (to a minimum of 1), and 200 more natural CON
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Tortoise Empathy- (Active Ability, Superhero) Possessor may spend an action to have a 30% chance of inflicting charm against any Animal or Aquatic who is no more than 5 levels higher than possessor, is not above level 70, and either has AGI as its lowest stat or has the word 'Tortoise', 'Turtle', or 'Terapin' in its name
Unfathomable Undercrash: Cool Thy Numbers and Thy Tits, Thot- (Technique Ability, Other: Cosmic Mathematician) Possessor may use 'Unfathomable Undercrash: Cool Thy Numbers and Thy Tits, Thot' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor has not previously used an Undercrash during the thread, no other Technique, Undercrash, or Overcrash is being used, and possessor has a unique Container named 'Yeet Boi Ebineezer's Skateboard Protractor' equipped. Said action gains +49,000 Melee Attack, becomes solely the elements Ice & Numerals, and applies an unremovable debuff to one of its targets that prevents its possessor's stats from being altered by buffs, debuffs, or status effects from sources that are not 5 Levels greater than its source, prevents its possessor from benefiting from minor positive status effects, and that prevents its possessor from inflicting Charm. Said action's user may not, as an effect that is not a debuff, use Overcrashes the remainder of the thread.
Viceduke of Vice- (Passive Ability, Pactmaker) Possessor's infliction chances of Charm: Lust, Poison: Drunk, and Poison: High are increased by 30%, Possessor may prevent lower Level entities from inflicting Charm: Lust, Poison: Drunk, and Poison: High, Possessor may choose to sextuple the HP and MP costs of Dark Magic and Demon Magic for lower Level individuals
Wielder of Glanfloojdottmundr- (Passive Ability, Other: Legend) Possessor may equip 'Glanfloojdottmundr: Cannon-Shield of the Landhawk Lord'


Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 Con, Cannot be used in combos
Has Consumed 2 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity and Charm Immunity
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed Time Pills- (Passive Ability, Permanent Item Effect) Possessor obtains +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, This ability cannot be used in combos

Permits:
Permitted to Battle Avenger- (Passive Ability, Clearance) Possessor may fight the enemy Avenger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'List of People Who Need to Die' for 5,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Circle of Wardens- (Passive Ability, Clearance) Possessor may fight the monster Circle of Wardens for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Druidic Power Emission Location Documents' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dread Vicar- (Passive Ability, Clearance) Possessor may fight the monster Dread Vicar for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding the Vicar and His Eerie Shadow' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dynamic Weaponsmaster- (Passive Ability, Clearance) Possessor may fight the monster Dynamic Weaponsmaster for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to Battle' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Elastic Goop- (Passive Ability, Clearance) Possessor may fight the monster Elastic Goop for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Papers About A Strange Rubber Plantation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Emissary of Peace- (Passive Ability, Clearance) Possessor may fight the monster 'Emissary of Peace' for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Polite Letter Written In Flowing Script Encouraging You To Join A Nonviolent Protest' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Flicker of Essence- (Passive Ability, Clearance) Possessor may fight the monster Flicker of Essence for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Research Notes on the Nature of Essence' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fortified Bunker- (Passive Ability, Clearance) Possessor may fight the monster Fortifed Bunker for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Star Marine War Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fourpart Elemental Dragon- (Passive Ability, Clearance) Possessor may fight the monster Fourpart Elemental Dragon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Book Written to Warn the Dragonslayer' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gobbling Minion of Mr. P. H. Turkey- (Passive Ability, Clearance) Possessor may fight the monster Gobbling Minion of Mr. P. H. Turkey for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Notice that the Feast has Gone Wrong' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Grandfather of Silver and Neon- (Passive Ability, Clearance) Possessor may fight the monster Grandfather of Silver and Neon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Datafile Regarding Changes In the World's Technomagical Leylines' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Permitted to Battle the MacArwalt Brothers- (Passive Ability, Clearance) Possessor may fight the monster The MacArwalt Brothers, Infamous Band of Thieves in the Event Match "An Infamous Gang of Thieves!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Reports About An Amazing Band of Thieves' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mage's Tower- (Passive Ability, Clearance) Possessor may fight the monster Mage's Tower for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Map of the Mage's Lands' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Matron of Creeping Hours- (Passive Ability, Clearance) Possessor may fight the monster Matron of Creeping Hours for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Record of Graces Thrice Rotten' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mechanized Steam Giant- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Giant for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Second Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 Week spent in the ability shop
Permitted to Battle Mechanized Steam Ogre- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Ogre for drops, possessor's allies also gain drops from this battle, Possessor create the item 'First Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Monster Trainer- (Passive Ability, Clearance) Possessor may fight the monster Monster Trainer for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Monster Trainer League Rules' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portal Mimic- (Passive Ability, Clearance) Possessor may fight the monster Portal Mimic for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Note About Some Closed Portals' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Realmfather- (Passive Ability, Clearance) Possessor may fight the monster Realmfather for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to the God's Throne' for 1,000,000 XP, 15,000,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Solar Fleet Dropship- (Passive Ability, Clearance) Possessor may fight the monster Solar Fleet Dropship for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Solar Fleet Troop Movement Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle The Lord of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Emperianus, The Lord of the Gold Leaf Throne in the Event Match "At the Foot of the Gold Leaf Throne", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Single Leaf of Radiant Gold that Whispers to the Mind' for 400,000 XP, 20,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Time Elemental- (Passive Ability, Clearance) Possessor may fight the monster Time Elemental for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Ninth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Trapped Fortress- (Passive Ability, Clearance) Possessor may fight the monster Trapped Fortress for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Information on How the Siege Progresses' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Utu'Ratak- (Passive Ability, Clearance) Possessor may fight the monster Dread Monster: Utu'Ratak, the Large, Angry Condor in the Event Match "A Massive Condor Appears!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Condor Document' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Void Window- (Passive Ability, Clearance) Possessor may fight the monster Void Window for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding a Peculiar Window and Its Terrible Secrets' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Watch Dog (2)- (Passive Ability, Clearance) Possessor may fight the monster Watch Dog (2) for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eighth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Were-Master- (Passive Ability, Clearance) Possessor may fight the monster Were-Master for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Newspaper Clip Regarding the Mayor's Beastly Secret" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop

Flaw:

Curse:
^Curse of the Wendigo's Hunger- (Passive Ability, Curse) Possessor is afflicted by Fatigued: Starvation at the start of every round as an effect that ignores possessor's Resistances, Immunities and Absorptions and that can stack up to 10 times and cannot be removed by sources that do not count as a Food Consumable. If possessor's first action of each round would not deal HP Drain or involve the use of a Food consumable on possessor, possessor has a (10* the number of instances of Fatigued: Starvation afflicting possessor)% chance of instead performing a 'Melee Attack' action targeting a random single individual in caster's battlespace, not counting caster, with said action gaining 'deals HP Drain'; if possessor performs this replacement action, additional actions assigned to possessor during the same round automatically become 'Melee Attack' actions targeting a random single individual in caster's battlespace, not counting caster, with said action gaining 'deals HP Drain'; if possessor cannot perform these actions or does not possess the ability 'Melee Attack', any such actions that would be forced in this manner are instead skipped, with things that would occur before and after those actions still occurring; if any of possessor's actions during a round would be skipped in this manner, the remainder of possessor's actions in that round, including actions not yet assigned to possessor at the time of the skipped action, are also skipped, with things that would occur before and after those actions still occurring; if possessor performs an attack that successfully drains HP, possessor may remove an instance of Fatigued: Starvation from possessor as if coming from a Food Consumable, to a maximum of one such instance removed per attack; this ability has RP effects
Earned the Ire of the Genie Sultan- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Genies and Wish-empowered mercenaries between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Weirdworker Bonus Weeks, 20 Elementalist Bonus Weeks, and 20 Conjurer Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Extremely Haunted- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Undead and Living Rumors between Level 60 and Level 90; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Deathless One Bonus Weeks, 20 Necromancer Bonus Weeks, and 20 Warlock Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 10 have been defeated
Foe of the Wind Dukes- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Celestial, Illuminated, Daemon, and Law-and-Air-element entities between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Lawbringer Bonus Weeks, 20 High Judge Bonus Weeks, and 40 Wind Duke Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated


Weapons-
*Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +377,650 Melee Attack, +377,239 Magical Attack, +376,999 AGI, +376,200 MIN, 300% inflicts Paralysis: Temporal Stasis, 250% inflicts Suffocation: No Future, 50% inflicts Petrified: Time Stop, 25% may inflict Vanished, 25% may inflict Instant Death, 350% may inflict Fatigued: Elderly, 350% may inflict Stat Drain: AGI Drain, 350% may inflict Stat Drain: CON Drain, 300% may inflict Stat Drain: SPI Drain, 20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 40% Time Resistance, +386,500 Defense against Time, Deals 27,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 18,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 18,000 CON Damage and 18,000 AGI Damage


*The Unstoppable Boulder- (Weapon, Stone, Earth, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Ranged Attack, +800,000 Magical Attack, Paralyzed Immunity, +50% Petrified Resistance, Wielder ignores the Resistances, Immunities, Reflections, and Absorptions of lower-Level entities below Level 80; At the start of each round, if none of wielder's other attacks or actions have yet repeated, wielder may, at the same cost as the previous use, repeat a non-Overcrash attack that incorporated one of this item's attack bonuses, being able to choose different targets for this repeated attack; This item additionally counts as possessing the subtypes Deadly Item, Throwing Weapon, and Orb, Wielder must be Level 60 or greater
Armor-


Most-Exalted, Timeless Solar Warlord's Glory-Gilded Orihalcum Armor- (Armor, Heavy Armor, Glory & Light & Fire & Time, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 20% Glory Resistance, 30% Time Resistance, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 30% Petrified: Time Stop Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Time Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Time element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Wearer takes half damage from non-unique sources below Level 60, Wearer must be at least Level 40


Accessories-
*Belt that Improves Kit- (Accessory, Belt, Magic & Physical, 300,000,000 Gold) +30,000 to all uncapped stats, +30,000 Defense against Stat Damage, 100% Minor Status Effect Resistance, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must be a unique Battle Arena Member whose name includes 'Kit' and does not include 'Fake' or 'Clone'


*Banner-Emblem of Knight-Friar Beriddian of Upper Beloze- (Accessory, Holy Symbol, Faith & Warding, 4,200,000,000 Gold) +4,200,000 Defense, +4,200,000 CON, +4,200,000 SPI, +42,000,000 HP as a non-stacking bonus, Entities below wielder's Level who are below Level 80 may not inflict debuffs or negative status effects on wielder's allies (not including wielder), Wielder must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement', the ability 'Expert Warding Synchronization', the ability 'Expert Magewright Proficiency', or the award 'Was Granted the Banner-Emblem of Knight-Friar Beriddian of Upper Beloze'

Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater

Mirror Self- (Accessory, Other: Legionnaire, Dopple & Ice & Moon & Mystic, 200,000,000 Gold) Wielder's attacks gain '2 hits against 1', Wielder gains an additional action every round, Wielder gains +(Wielder's corresponding Base Stat * 1,000) uncapped points to each stat, If wielder is killed or afflicted with Cursed, this item is removed from the thread, Wielder must be Level 40 or greater

Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +377,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, 40% Time Resistance, +371,900 Defense against Time, +372,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed or at the time the action is performed, Wielder has a 65% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 99 for 24 rounds, with this effect not stacking with itself or with identically worded effects from other items or abilities, Time-element spells cost wielder 3,750,000 less MP to cast, Wielder's Chronomancy summons gain +37,000 to all stats as a non-stacking effect that is present on this item, Chronomancy spells cost wielder 3,850,500 less MP to cast, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 80 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action

Time only accessory lot:

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +377,600 to the stat that determines wielder's turn order, 4 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 240 rounds under the normal rules for delaying actions, 40% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +376,100 Defense against Time, +376,790 AGI, +376,000 SPI, +312,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 240 higher or up to 240 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +384,200 additional Magical Attack, Wearer may not be forced by sources below Level 99 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects

Spells-

Flare- (Spell, Wizard Magic, Fire, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack, 60% inflicts Burning, 1 hit against 600,000, deals 3/4 Damage, Caster must be Level 20 or greater
Convene International Assembly- (Spell, Leadership, Air & Earth & Water, 200,000 MP, 20,000,000 Gold) Caster summons up to 200 different Humans that are below Level 60 that are fightable for drops on the Enemy List, Max 200 summoned
Summon Clay Golem- (Spell, Summoner Magic, Earth, 28,000 MP, 2,750,000 Gold) Summons 1 Clay Golem, Max 5 summoned

Summon Dragon (2)- (Spell, Wizard Magic, Magic, 400,000 MP, 20,000,000 Gold) Caster summons one Dragon below Level 60 that is normally fightable for drops on the Enemy List, Max 5 summoned

Nuclear Time-Destroyer Bomb- (Spell, Hypertech, Atomic & Time, 160,000 MP, 90,000,000 Gold) +90,000 Ranged Attack, 9,000 AGI Damage, 60% inflicts Poison: Irradiated, 5% inflicts Time Stop, 1 hit against 600,000, deals 3/4 Damage, Caster must be Level 40 or greater
10 abjurer only spells-
Abjurant Warding- (Spell, Protection Magic, Physical, 200 MP, 200,000 Gold) +220 Defense, Stacks 4 times
1 Lesser Abjurant Warding- (Spell, Protection Magic, Physical, 39 MP, 21,000 Gold) +80 Defense, Stacks 4 times

Anti-Atom-Bomb Ward- (Spell, Abjuration, Atomic & Magic, 120,000 MP, 60,000,000 Gold) Targets gain a non-stacking buff that provides +60,000 Defense, +6,000 Defense Against Stat Damage, Poison: Irradiated Immunity and 35% Atomic Resistance, 1 hit against 600,000, Caster must be Level 20 or greater

10 Chronomancy only spells-

Rewind Wounds- (Spell, Chronomancy, Time & Light, 1,000 MP, 1,000,000 Gold) +1,000 Magical Attack, Heals


5 time element only spells-
*Cascading Temporal Unsummoning- (Spell, Other: Time Magic, Time, 320,000 MP, 160,000,000 Gold) Caster unsummons target summon below Level 80 that was summoned on a previous round of battle; all of that summon's summons (and their summons, so on down the line) that are below Level 80 are also unsummoned
Timeclone- (Spell, Other: Chronomancy, Time, 10,000,000 MP, 90,000,000 Gold) Caster gains 2 additional actions (to a max of two actions per round across all copies of this spell) so long as no opponent of Level 90 or greater or that is 10 or more Levels greater than caster, objects, Caster may be targeted as up to 2 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, until the end of the round, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Attunement'
Consumables-

Pets-



Nine-Tailed Kitsune
Level 76
Shapeshifter, Magic
HP- 4,800,000
MP- 5,400,000
STR- 29,450
AGI- 33,310
CON- 29,110
MIN- 33,590
SPI- 35,500
XP- 0
Defense- 20,000, +20,000 against Darkness
Defense against Stat Damage- 3,500, +5,300 against SPI Damage
Critical Chance- 71%
Resilience- 70%
To Hit- 190%
Dodge- 83%
Resistances and Immunities- 70% Darkness Resistance, 70% Magic Resistance, 70% Base Element Resistance, Poison Immunity, Confusion Immunity, Hexed Immunity, Minor Status Effect Immunity, Moderate Status Effect Immunity, 50% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Legendary Power- Possessor is immune to individuals below Level 35, Possessor takes half damage from individuals below Level 56, Constant Effect
Assume Human Form- Possessor may, at the start of any round, choose to replace its subtype with Human, Constant Effect
Assume Fox Form- Possessor may, at the start of any round, choose to replace its subtype with Animal, Constant Effect
Assume Spirit Form- Possessor may, at the start of any round, choose to replace its subtype with Spirit, Constant Effect
Assume True Form- Possessor may, at the start of any round, choose to replace its subtype with Shapeshifter, Constant Effect
Assume Plant Form- Possessor may, at the start of any round, choose to replace its subtype with Plant, Constant Effect
Assume Moon Form- Possessor may, at the start of any round, choose to replace its subtype with Astral Being and to make any inactive Constant Effect is possesses named 'Hypermassive' active, Constant Effect
Uncanny Wisdom- Possessor gains +10,000 MIN, Possessor is considered to be 20 Levels higher for stat-scanning purposes, Constant Effect
Mystic Flight- Possessor gains +10,000 AGI, 30% Earth Resistance, and Entombed Immunity, Constant Effect
Space-Bending Art- Possessor may target individuals below Level 96 who are in different battles, Possessor deals full damage to the back row, Constant Effect
Vexatious Mystic Field- Possessor may, at the beginning of battle, remove up to one Constant Effect or Ability from each individual in battle who is below Level 60, Constant Effect
Hypermassive- Possessor gains an amount of HP equal to (100x Possessor's Listed HP on the Enemy List or Boss List), provided that possessor is present on either the Enemy List or Boss List, Possessor may be targetted as up to 10 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targetted, This ability is set as inactive at the beginning of battle and has no effect while inactive, Constant Effect
Knowledge of All Lands- Possessor scans the stats of every individual that possessor can target at the start of each round, Possessor may remove any Zone, Terrain, or Phantom Terrain that was created by an individual below Level 40, from battle at the start of any round or at the start of any of possessor's actions, Constant Effect
Abilities-
Bite- 60,000 Damage, Physical, 0 MP
Absorb Life- 50,000 Damage, Drains HP, Darkness, 0 MP
Absorb Mystic Energy- 50,000 MP Damage, Drains MP, Darkness, O MP
Absorb Power- 60,000 Damage, Deals both HP Drain and MP Drain, Darkness, 60,000 MP
Fox Fire- 60,000 Damage, inflicts Burning, may inflict Hexed, 1 hit against 500, Fire, 190,000 MP
Breathe Lightning- 60,000 Damage, inflicts Electrocuted, may inflict Paralyzed, 1 hit against 500, Electrical, 190,000 MP
Invade Dream- 9,000 MIN Damage, May Heal MIN Damage, Scans target's stats, May inflict or cure any any number of minor status effects, Psychic & Magic, 200,000 MP
Alluring Form- Inflicts Charm, may inflict Charm: Impressed, may inflict Charm: Lovestruck, may inflict Charm: Infatuation, may inflict Charm: Lust, 1 hit against 70, Light, 25,000 MP
Turn Invisible- Caster gains +75% Dodge as a non-stacking buff, Air, 250,000 MP
Craft Grand Illusion- Inflicts Confusion, target gains -25% To Hit and -25% Dodge, stacks 4 times, 1 hit against 50,000, Psychic & Magic, 650,000 MP
Possess- Caster begins treating target as a Transformation that caster is in, Target's actions are controlled by caster and caster may not be targetted as though caster were transformed into target, does not work against individuals above Level 40 or individuals who are immune to Charm, Caster re-enters battle upon target's death or de-transformation, Magic, 50,000 MP
Maddening Gaze- Inflicts Insanity, Psychic & Air, 520,000 MP
Meteor Rain- 35,000 Damage, 5 hits against 800, Fire & Physical & Destruction, 500,000 MP
Great Magic- 10,000 Damage, may Heal, may inflict any one minor and any one moderate positive or negative status effect, 5 hits against 50, Magic, 300,000 MP
Great Curse- Inflicts Cursed and any number of minor negative status effects, Darkness & Magic, 550,000 MP
Rewind- If no individual above Level 59 desires otherwise, caster may reset the state of the current thread to the state it was in at the start of the current round, with caster's MP being reduced by the cost of this ability after said resetting, This ability may not be used if it would unsummon its user, This ability may not (as an effect that does not reset as part of this round-reset or other round-resets) be used to reset a round more than once across all copies of itself, Time, 3,000,000 MP
Timeskip- If no individual above Level 59 desires otherwise, the current round ends, Time, 200,000 MP
Doublespeed- Target gains an additional action every round, with said action being assigned a place in turn-order immediately after target's first other action's assigned position, does not stack, Time, 300,000 MP
Spatial Distortion Wave- 30,000 Damage, may shift target to either the front row or the back row, 1 hit against 40,000, Spatial, 300,000 MP

modded stats wrote: Kit Timeshadow (kitsune106)-
Level 79
Planetary, Hope & Magic & Glitz & Time
HP- 20,250
MP- 29,625
STR- 78,320 (21,320)
AGI- 56,850 (11,850)
CON- 48,100 (8,100)
MIN- 58,350 (11,850)
SPI- 105,410 (36,410)
+799,460 Magical Attack
+484,920 Melee Attack
+341,100 Ranged Attack
100% critical
200% to Hit
+1% critical
Possessor's actions may gain (Possessor Level * 2)% Inflicts Awestruck,
Possessor's actions may gain (Possessor Level * 3)% Inflicts Charm: Lovestruck
Possessor gains a 200% chance of optionally inflicting Charm on Fae,
Possessor gains a 45% chance of optionally inflicting Dominion on Fae,
300% inflicts Paralysis: Temporal Stasis,
250% inflicts Suffocation: No Future,
50% inflicts Petrified: Time Stop,
25% may inflict Vanished,
25% may inflict Instant Death,
350% may inflict Fatigued: Elderly,
350% may inflict Stat Drain: AGI Drain,
350% may inflict Stat Drain: CON Drain,
300% may inflict Stat Drain: SPI Drain,
20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks,
Deals 27,110 CON, STR, AGI, and SPI damage on hit,
Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 18,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place,
Wielder's offensive actions may deal an additional 18,000 CON Damage and 18,000 AGI Damage

Wielder ignores the Resistances, Immunities, Reflections, and Absorptions of lower-Level entities below Level 80;
At the start of each round, if none of wielder's other attacks or actions have yet repeated, wielder may, at the same cost as the previous use, repeat a non-Overcrash attack that incorporated one of this item's attack bonuses, being able to choose different targets for this repeated attack;
Armor-
Defense:
+536,340 defense
+762,600 Defense against Time,
+500 defense against Time
+120 Defense against Stat Damage
+312,110 Defense against Stat Damage
100% resilence
100% Dodge
20% Fae Resistance,
+108% dodge
100% Minor Status Effect Resistance,
Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal",
Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect

Possessor may control the actions of lower Level Fae that are below Level 60 and non-unique
Possessor is Immune to entities below Level 20,
Wearer is Immune to sources below Level 60
Possessor is Immune to Time element debuffs from sources below Level 60
Possessor gains Diseased Immunity
Paralyzed Immunity,
+50% Petrified Resistance,
40% Time Resistance
30% Plague Resistance
Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor,
40% Light Resistance,
Possessor gains Dominion Immunity
Possessor's Defense may not be pierced by sources below Level 40,
Individuals below Level 40 may not inflict negative status effects on possessor
Possessor may not be replicated by individuals below Level 60 without possessor's permission

[/quote]

taking along 1,000,000,0000 gold
1,000,000,000 xp


Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
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
Open Gate to Standard Timeline- (Spell, Gate Magic, Time, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 2:09 am
by Pathaky
Nole Patricsson (Pathaky)
Level 79
Human, Technology
HP: 24,625
MP: 24,625
STR: 2,224 (21) [565 Bonus]
AGI: 958 (12) [10 Bonus]
CON: 958 (12) [10 Bonus]
MIN: 958 (12) [10 Bonus]
SPI: 1,607 (18) [185 Bonus]
XP- 17,282,294
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 77
Gold- 482,272,130
Bonus Weeks: 127, +20 Healer, +1 Weirdworker, +5 Sun Duke, +1 Wanderer, +4 Warrior

Abilities-

Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Attack With Finesse
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.

Abjurer:
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
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 Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP

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
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid 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 Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air 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 Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth 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 Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical 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 Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire 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 Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice 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 Ice element damage.
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.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water 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 Water element damage.
Potion-Filled Pockets- (Passive Ability, Alchemist) Possessor may bring 10 unequipped Potion consumables or Alchemy spells if possessor has a Clothing or Light Armor equipped at the start of the thread.

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

Architect:
Architect:
Accurate Tool Use- (Passive Ability, Architect) Possessor gains +1% To Hit when a Tool is equipped
Adept Tool Training- (Passive Ability, Architect) Tool weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Tool Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Tool.
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Armor-Piercing Implementation- (Technique Ability, Architect) Possessor may use 'Armor-Piercing Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack pierces 200 Defense.
Arrange Decor- (Technique Ability, Architect) Possessor may use 'Arrange Decor' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 40) that gives its possessor a base element that is chosen at the time of this buff's application.
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Bloody Implementation- (Technique Ability, Architect) Possessor may use 'Bloody Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
Can-Opener- (Technique Ability, Architect) Possessor may use 'Can-Opener' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and inflicts a debuff that provides -100 Defense that stacks 4 times.
Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Cluster Implementation- (Technique Ability, Architect) Possessor may use 'Cluster Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains ‘1 hit against 10’
Code Implementation- (Technique Ability, Architect) Possessor may use 'Code Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Tool equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Dangerous Tool Use- (Passive Ability, Architect) Possessor gains +1% Critical when a Tool is equipped
Debilitating Implementation- (Technique Ability, Architect) Possessor may use 'Debilitating Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Implementation- (Technique Ability, Architect) Possessor may use 'Deft Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +5% To Hit.
Deletion Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter.
Dicing Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded.
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Golem-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Hard to Disarm With a Tool- (Passive Ability, Architect) Individuals below Level 20 may not unequip or steal possessor's equipped Tools without possessor's permission
Impact Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impact Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Implementation Mastery- (Passive Ability, Architect) Technique Abilities from the Architect class whose name includes 'Implementation' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Install Zonal Properties- (Technique Ability, Architect) Possessor may use 'Install Zonal Properties' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 60) that causes its possessor's presence to count as the presence of a Zone of a base element chosen at the time of this buff's application.
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Large Structure-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Large Structures and gains +25% Critical against Large Structures.
Large Structure-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Large Structures and gains +5% To Hit against Large Structures.
Machine-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Maiming Implementation- (Technique Ability, Architect) Possessor may use 'Maiming Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Reinforce Walls- (Technique Ability, Architect) Possessor may use 'Reinforce Walls' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action gives its targets a buff that stacks 5 times that provides +200 Defense.
Robot-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Tool Wielding III- (Passive Ability, Architect) Possessor gains +200 to all stats when a Tool is equipped and +200 Melee Attack when a Tool is equipped
Zero Implementation- (Technique Ability, Architect) Possessor may use 'Lightning Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.

Artifice:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Confer Acid Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Acid Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Air Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Air Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Earth Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Earth Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Fire Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Magic Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Magic Resistance'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

Astromancer:
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

Bard:
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Focused Bardic Music Casting- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Bardic Music
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

Beastmaster:
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Can Speak to Frogs- (Passive Ability, Beastmaster) Possessor's Animal and Aquatic allies whose name includes 'Frog', 'Toad', or 'Tadpole' gain +200 MIN, to a max of 300,000 MIN

Blazing Sultan
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
Unified Knowledge of Fire and Suns- (Passive Ability, Blazing Sultan) Possessor may count Blazing Sultan abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes)

Blessing:
Access Higher Self (Nole)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Nole's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Nole's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Nole's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Nole's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Botanist:
Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Advanced Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 60% Charm Resistance
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Augment Photosynthesis- (Passive Ability, Botanist) Whenever possessor's Plant pets or summons regenerate HP or MP, they regenerate an additional 5,000 points
Aura of Reblossoming- (Stance Ability, Botanist) While possessor is in this stance, possessor's Plant pets and summons regenerate 50,000 HP at the start of each round
Automatic Plant Weakness Exploitation- (Passive Ability, Botanist) Possessor may treat the weaknesses of Plants below Level 20 as though they were double their normal values as an effect that does not stack with other effects that multiply weaknesses
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Defensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 Defense
Defensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +250 Defense
Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Evergardener- (Passive Ability, Botanist) Possessor's Plant pets obtain +50,000 to all stats if possessor is Level 40 or greater
Exploit Plant's Weakness- (Technique Ability, Botanist) Possessor may use Exploit Plant's Weakness in conjunction with a Melee Attack, Ranged Attack, or Magical Attack action so long as no other technique is used. Said action treats the weaknesses of Plants below Level 20 that it targets as being double their normal value as an effect that does not stack with other multipliers of weaknesses.
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions.
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more.
Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON.
Fortifying Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to give said source a non-stacking buff that provides +6,000 HP and obtain a 30% chance of inflicting Stat Boost: CON Boost on said source.
Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'.
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage.
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets.
Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Offensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 50 points
Offensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 500 points
Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Plant Calling III- (Passive Ability, Botanist) Possessor's Plant summons gain +500 MP
Plant Calling IV- (Passive Ability, Botanist) Possessor's Plant summons gain +2,000 HP and +4,000 MP
Plant Calling V- (Passive Ability, Botanist) Possessor's Plant summons may not be unsummoned by sources below Level 5
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 40% Charm Resistance
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Produces Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to heal the source of said buffing for 500 points of Flat Earth element HP Healing.
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty.
Speed-Focused Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats

Channeler:
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
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
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
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
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 Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points

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

Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
♢Mind of the Demon General- (Passive Ability, Commander) Once per round, when an entity below possessor's Level with lower MIN than possessor would counter one of possessor's actions, including preemptively, possessor may gain an additional action to make a preemptive counter to said counter
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast

Controller:
♢Great Healing Force- (Technique Ability, Controller) Possessor may use 'Great Healing Force' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Force equipped. Said action gains +(100* Possessor Level) Magical Attack and 'Heals'.
♢Holy Power Externalized- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level * (5 - the number of negative status effects possessor is afflicted with, minimum 0)) Magical Attack while wielding a Force, Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may count as including the casting of an additional Divine Magic spell if possessor has a Force equipped

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.
Defensive Stance- (Stance Ability, Defender) +50 Defense

Diplomat:
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Grass-Growing Footsteps- (Passive Ability, Druid) Whenever possessor performs a Switch Rows action, possessor's Plant allies are healed for 5,000 points of Earth-element HP Healing
Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itsel

Elementalist:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase 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
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
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
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Focused Enchantment Casting- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Enchantment
Good at Cleaning- (Passive Ability, Enchanter) Possessor regenerates 15 MP whenever possessor removes a debuff from a source below Level 20 from an ally
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: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
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: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness 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: 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: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic

Eternal Champion:
Absorb Hope- (Passive Ability, Eternal Champion) Possessor Absorbs Hope against sources below Level 20 if Level 20 or greater
Adept Hope Synchronization- (Passive Ability, Eternal Champion) Amounts of Hope element Damage possessor deals are increased by 10,000 points, Hope element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Hope element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 5% Hope Resistance
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +100 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Call Forth the Living Hope- (Active Ability, Eternal Champion) Possessor may spend an action to summon 5 Elementals that are Hope element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense if possessor has any Hope-element items equipped that provide a Defense bonus
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Emanate Hope- (Passive Ability, Eternal Champion) Whenever possessor absorbs Damage that is Hope element Damage, Possessor may choose to deal 10,000 Flat Hope element Damage to up to 10 targets
Empowered By Hope- (Passive Ability, Eternal Champion) If possessor is Hope 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 Hope
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Expert Hope Synchronization- (Passive Ability, Eternal Champion) Hope element Damage dealt to possessor (not including healing) is halved, Hope element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Hope element accessories, and may not be converted into other types of slot by individuals below Level 100
Hope Immunity- (Passive Ability, Eternal Champion) Possessor gains Hope Immunity against sources below Level 20 if Level 20 or greater
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope
Improved Hope Elemental Emanation- (Passive Ability, Eternal Champion) Possessor's 'Call Forth the Living Hope' ability may summon entities up to Level 20
Improved Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 10% Hope Resistance
Improved Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +250 to all stats
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +1,000 to all stats while in a Zone of Hope
Improved Zonal Hope Empowerment- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Hope
Nourish Hope- (Passive Ability, Eternal Champion) Whenever possessor deals HP or MP healing to an Hope element individual, possessor deals 300 additional points
Nourished By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Hope
Nullify Hope- (Passive Ability, Eternal Champion) Possessor may remove the element Hope from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Hope-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Hope-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Hope from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Hope- (Passive Ability, Eternal Champion) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Hope- (Passive Ability, Eternal Champion) Possessor gains 5% Overwhelmed Resistance
Predict the Flow of Hope- (Passive Ability, Eternal Champion) Possessor gains +5% Dodge against Hope element individuals
Ratified Knowledge of the Firmament, As Viewed Through the Lens of Hope- (Passive Ability, Eternal Champion) Possessor may treat Hope as a base element
Reconsume Hope Elemental Spawn- (Passive Ability, Eternal Champion) Possessor may, at the start of any round, unsummon one of possessor's Hope element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Hope- (Passive Ability, Eternal Champion) Possessor Reflects Hope against sources below Level 20 if Level 20 or greater
Soothing Hope Emanation- (Passive Ability, Eternal Champion) Whenever possessor absorbs Damage that is Hope element Damage, Possessor may choose to deal 10,000 Flat Hope element HP Healing to up to 10 targets that are Hope element
Unified Knowledge of Light and Hope- (Passive Ability, Eternal Champion) Possessor may count Eternal Champion abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Eternal Champion abilities (including for prerequisite purposes)
Zonal Hope Control- (Passive Ability, Eternal Champion) Possessor may, at the start of each round, choose one Zone of Hope that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80


Geomancer:
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Celestial City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Celestial City
Attuned to Terrain: Concordant City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Concordant City
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Divine Domain - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Divine Domain
Attuned to Terrain: Domain of Balance - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Balance
Attuned to Terrain: Domain of Elemental Air - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Air
Attuned to Terrain: Domain of Elemental Earth - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Earth
Attuned to Terrain: Domain of Elemental Water - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Water
Attuned to Terrain: Domain of Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Void
Attuned to Terrain: Elysian Wilds - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Elysian Wilds
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Extradimensional Arena - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Extradimensional Arena
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Heavenly Fields - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Heavenly Fields
Attuned to Terrain: Imperial Heavens - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Imperial Heavens
Attuned to Terrain: Primordial Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Void
Attuned to Terrain: Realm of Magic - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Realm of Magic
Attuned to Terrain: Silent Hallways - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Silent Hallways
Attuned to Terrain: Spirit Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Spirit Realm
Attuned to Terrain: Storehouse of Wonders - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Storehouse of Wonders
Attuned to Terrain: Sunforge - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sunforge
Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to Terrain: Tropical Island - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island
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
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Phantom Terrain Link Established: Abyss of Time- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss of Time
Phantom Terrain Link Established: Alien Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Alien Domain
Phantom Terrain Link Established: Astral Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Astral Void
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Celestial City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Celestial City
Phantom Terrain Link Established: Concordant City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Concordant City
Phantom Terrain Link Established: Cosmic Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Junkyard
Phantom Terrain Link Established: Cosmic Web- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Web
Phantom Terrain Link Established: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Phantom Terrain Link Established: Dark Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Realm
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Divine Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Divine Domain
Phantom Terrain Link Established: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Phantom Terrain Link Established: Domain of Elemental Air- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Air
Phantom Terrain Link Established: Domain of Elemental Earth- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Earth
Phantom Terrain Link Established: Domain of Elemental Fire- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Fire
Phantom Terrain Link Established: Domain of Elemental Water- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Water
Phantom Terrain Link Established: Domain of Void Cages- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Void Cages
Phantom Terrain Link Established: Dreamland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dreamland
Phantom Terrain Link Established: Elysian Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Elysian Wilds
Phantom Terrain Link Established: Endless Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Endless Desert
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Extradimensional Arena- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Extradimensional Arena
Phantom Terrain Link Established: Faerie Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Faerie Kingdom
Phantom Terrain Link Established: Fell City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Fell City
Phantom Terrain Link Established: Frozen Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Cosmos
Phantom Terrain Link Established: Gear Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Gearwork Cosmos
Phantom Terrain Link Established: Grid Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Grid Domain
Phantom Terrain Link Established: Heavenly Fields- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Heavenly Fields
Phantom Terrain Link Established: Hellscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hellscape
Phantom Terrain Link Established: Hive-Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hive-Realm
Phantom Terrain Link Established: Imperial Heavens- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Imperial Heavens
Phantom Terrain Link Established: Land of the Dead- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of the Dead
Phantom Terrain Link Established: Land of Mist and Poison- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Mist and Poison
Phantom Terrain Link Established: Land of Seasons- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Seasons
Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Phantom Terrain Link Established: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
Phantom Terrain Link Established: Mirror Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mirror Realm
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Phantom Terrain Link Established: Plane of Living Flesh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Plane of Living Flesh
Phantom Terrain Link Established: Primordial Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Void
Phantom Terrain Link Established: Sea of Madness- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sea of Madness
Phantom Terrain Link Established: Shadow Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Shadow KIngdom
Phantom Terrain Link Established: Silent Hallways- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Silent Hallways
Phantom Terrain Link Established: Spirit Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Spirit Realm
Phantom Terrain Link Established: Storehouse of Wonders- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Storehouse of Wonders
Phantom Terrain Link Established: Sunforge- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunforge
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Phantom Terrain Link Established: Tropical Island- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Tropical Island
Phantom Terrain Link Established: Twisting Nightmare- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Twisting Nightmare
Phantom Terrain Link Established: Untamed Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Untamed Wilds
Phantom Terrain Link Established: Void of Endings- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Void of Endings
Phantom Terrain Link Established: Wellspring of Life- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Wellspring of Life
Phantom Terrain Link Established: White Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to White Void
Phantom Terrain Link Established: World Tree- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to World Tree
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.

General:
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human

Gunner:
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Dual Gun-Wielding- (Passive Ability, Gunner) Possessor gains +50 Ranged Attack if possessor has two Guns or a Gun that is a Weaponx2 equipped
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.

Healer:
Adept Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 10,000 less MP to cast, Helaer Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Healer Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Assemble A Medical Team- (Passive Ability, Healer) Once per thread when possessor gains an action from possessor's 'Emergency Healing Procedure' ability, possessor may choose any number of willing allies who possess the ability 'Healer' or the ability 'Doctor' and give each of them an action after said action that may only be used to perform a non-offensive action that targets only individuals who were targeted by said action
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round"
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR
Can Treat Ruin Syndrome- (Passive Ability, Doctor) Whenever possessor would kill an Agony element individual that is not 20 or more Levels greater than possessor, possessor may instead leave it at 1 HP, remove all of its Agony-element abilities, and change its element to Life.
Diagnosis Master- (Passive Ability, Healer) Possessor is aware of the full text of all debuffs on individauls in the same battle as possessor that come from sources below Level 80 who are not 20 or more Levels greater than possessor
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Doctor Nole's Custom Treatment- (Technique Ability, Healer) Possessor may use 'Doctor Nole's Custom Treatment' as part of a non-offensive 'Magical Attack' or 'Attack with Finesse' action that involves possessor casting a Healer Magic spell. Said action heals an additional 250,000 HP if it would otherwise heal HP and cures any one debuff from a source below Level 80 than is not 20 or more Levels greater than said action's performer.
Emergency Healing Procedure- (Passive Ability, Healer) Once per thread when possessor acquires a buff from possessor's 'Sound a Critical Medical Alert' ability, possessor may choose to immediately gain an action that may only be used to perform a non-offensive action that targets only individuals who said buff would naturally boost possessor's HP Healing towards
♢Establish Field of Resurrective Light- (Active Ability, Healer) Possessor may spend an action to attach an effect to a Zone of Light that does not stack across zones or on the same Zone that resurrects an individual who died while in said Zone due to a source of lower Level than said effect's creator at the start of each round
Exorcismal Surgery- (Technique Ability, Healer) Possessor may use 'Exorcismal Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action that is non-offensive or that targets an individual who is considered a transformation due to an action involving an ability named 'Possess' or Constant Effect named 'Auto-Possess' so long as said action does not involve any other technique, so long as possessor possesses the ability Doctor, and so long as possessor has a Void or Light element Sword or Knife equipped. Said action de-transforms any instance of transformation present on its target coming from an ability named 'Possess' or Constant Effect named 'Auto-Possess' that comes from a source below Level 80 that is not 20 or more Levels greater than said action's caster. Said action also unmarks its target as being Haunted providing said marking comes from a source that is either below Level 80 and 20 Levels below said action's caster.
Extended Critical Medical Alert- (Passive Ability, Healer) Buffs created by possessor's 'Sound a Critical Medical Alert' ability last until the end of battle
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.
Plague Cure- (Technique Ability, Doctor) Possessor may use 'Plague Cure' in conjunction with a 'Magical Attack' action that is non-offensive so long as no other technique is used, so long as possessor is Level 40 or greater, and so long as possessor casts a Healer Magic spell as part of said action. Said action gains '5% cures Plague'.
Reality Surgery- (Technique Ability, Healer) Possessor may use 'Reality Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as possessor possesses the ability Doctor and has a Void element Sword or Knife equipped. Said action gains +3,500 Melee Attack and '15% inflicts Vanished'
Restorative Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
Salvation-Preserving Resurrection Warding- (Passive Ability, Healer) Once per thread, when possessor resurrects an individual, possessor may choose to place a buff on said individual that makes said individual unable to take Damage, obtain debuffs, or obtain negative status effects from sources of equal Level to or lower Level than possessor
Sound a Critical Medical Alert- (Passive Ability, Healer) Once per round when one of possessor's allies is reduced to below 15% of its Max HP, has more than 50% of its non-Stat-Damage-counting value of any stat worth of Stat Damage in said stat, is afflicted with a major negative status effect, or is afflicted with a debuff from an equal or higher Level source, possessor may choose to obtain a buff that lasts until the end of the round, does not stack, raises the Level of sources of debuffs that can be removed with debuff-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, raises the Level of sources of status effects that can be removed with status effects-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, Increases the amount of HP Healing possessor deals to said individual by 50,000 points, and increases the amount of stat point healing possessor deals to said individual by 500 points
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action
♢The Great Healer- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, non-unique individuals below possessor's Level who are below Level 100 cannot cause Damage to be counted as unhealable by possessor
Treat Element-Melting- (Technique Ability, Healer) Possessor may use 'Treat Element-Melting' in conjunction with a 'Heal', 'Treat', 'Magical Attack', or 'Melee Attack' action that involves possessor casting a Healer Magic spell, is not offensive, and does not involve any other technique. Said action may change its target's element from 'Melted' to any one base element and may change the element of any of said target's items from 'Melted' to any one base element
Triage Stance- (Stance Ability, Doctor) While in this stance, possessor is aware of how much Damage is present on each of possessor's allies, even if possessor would normally be denied said information.

Heavenly Protector:
♢And the Glorious Vastness Between- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, and an entity moves from one battlespace to another in a battle that contains possessor, possessor may deal (Possessor's Level * 10,000) Flat Astral & Good element HP Damage or HP Healing to said entity immediately after it does so
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
♢Heaven Fractal Mind-Defenses- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, possessor gains 5,000 Defense against MIN Damage and may deal 500 Flat Light or Psychic or Spatial element MIN Damage to and/or inflict Confusion on any entity that attempts to deal it MIN Damage (to a max of 20 times per entity per round)
♢Heaven-Light Fractal-Tendrils- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, at the start of each round and at least one Empowered Constellation is present, possessor obtains a buff that stacks 8 times that causes its possessor to count as having an additional Light & Hope & Energy element Whip equipped that provides +(100 * Possessor Level) Melee Attack and Magical Attack and allows its possessor's 'Melee Attack' actions to use Spirit or Mind as their Prime Attribute. At the start of each round, each such buff that was not obtained on said round generates a buff that stacks 200 times per buff that it is on and 1,600 times overall and places it on itself, with said secondary buff increasing the quantity of Melee Attack and Magical Attack bonus points that the buff it is attached to provides by 100 points and that provides +100 MIN.
♢Foul Worlds Crumbling Away- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, At the start of each round, possessor may destroy a Zone, Terrain, or Phantom Terrain created by a lower-Level source and, if said destruction was successful, create a Zone of Light or Air or Hope
♢Mind of the Alien Heaven- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Demons, Devils, Daemons, Darkspawn, Outer Terrors, and Forbidden Magic sources that are not 20 or more Levels greater than possessor cannot inflict Confusion or Insanity on possessor.
♢The Unfolding Sky of Heaven- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Possessor gains + (10,000 * Possessor Level) HP, Possessor's presence counts as the presence of an additional Empowered Constellation that possessor created (that does not count against the total number of Empowered Constellations that possessor may create), Possessor creates a Zone of Light or Air or Hope at the start of each round, Individuals who target possessor with attacks have a (Possessor Level * 3)% chance of being afflicted with Confusion if they are not Angels, Celestials, Devas, Fantasmics, Aisurii, or Holy Ones

Heir to the Future:
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element damage dealt by possessor are increased by 50 points
Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Partial Channeling of the Wrath of Technology- (Passive Ability, Heir to the Future) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology 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 Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, 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 Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff

Other: Hero:
Basic Good Synchronization of a Greater Era- (Passive Ability, Other: Hero) Possessor gains +125 to all stats if possessor is Good element. This ability counts as 'Basic Good Synchronization' for prerequisite purposes.
Holy Good- (Passive Ability, Other: Hero) Possessor may choose for entities, including itself, to treat Good as a T3 element.

Jeweler:
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped

Kensei:
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

Lawbringer:
Apocalypse of the Plague Rats- (Technique Ability, Lawbringer) Possessor may use 'Apocalypse of the Plague Rats' in conjunction with an 'Overdrive' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Mace weapon called '*Caduceus of the Rat King' as part of said action. Said action gains +300,000 Melee Attack, gains +300,000 Magical Attack, has its chances of inflicting Plague increased by 50%, gains 2 hits against 1,000,000, and counts as involving 2,000,000 Animals.
Unsealed Overcrash: Origin of Decay- (Technique Ability, Lawbringer) Possessor may use 'Unsealed Overcrash: Origin of Decay' in conjunction with a 'Melee Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or overcrash is being used, and possessor has a unique Mace weapon called '*Caduceus of the Rat King' equipped. Said action gains +300,000 Melee Attack, gains +300,000 Magical Attack, may become solely Devastation or Toxin element, and inflicts an instance of Plague that cannot be cured by entities below Level 99 that are below its performer's Level (with this modification be replicated by said status effect's self-infliction). Said action sets its user's MP to 0 for the remainder of the thread.

Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped

Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Competitive Gamer- (Passive Ability, Monk) Possessor gains +250 AGI and +250 MIN
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

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 possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
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 Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
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- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
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
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
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
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
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities

Prophet of the Brightest Heavens:
Adept Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain an Holy One summon, Possessor's unmodified stats increase by 2,000 points if possessor is an Holy One
Apprentice Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Assumption of the Essence of the Holy One- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to become the subtype Holy One
Base Holy One Synchronicity- (Passive Ability, Prophet of the Brightest Heavens) Possessor may treat Holy One as a base subtype
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Formshift: Holy One- (Stance Ability, Prophet of the Brightest Heavens) Possessor's subtype becomes Holy One
Legacy Holy One Traits- (Passive Ability, Other: Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Holy One. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Holy One Traits- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Holy Vitality- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, gains +200,000 HP
Prophet of the Brightest Heavens- (Passive Ability, Prophet of the Brightest Heavens) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Holy One pet only, This ability provides +500 HP and +100 to all stats of possessor's Holy One pets and summons per Level of possessor
Sin-Eater- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, whenever possessor kills a target possessor gains a number of Sin Points (to a max of 240 Sin Points) (which do not count as a buff and cannot be removed by sources below Level 100) equal to (1 * the number of Warlock, Pactmaker, Torment Master, and Dominator abilities possessed by said target) + (1, if target's subtype is Daemon, Illuminated, or Hollow-Soul) + (5 * the number of Villian, Prophet of the Blackest Abysses, Puppet Master, Enslaver, Puppeteer, and Vile One abilities possessed by said target) + (5, if target's subtype is Fiend) + (1/5 * the number of High Judge, Lawbringer, Litigamancer, Diplomat, Noble, Conjuror, Binder, Lightbearer, Necromancer, Rune Mage, or Mentalist abilities possessed by target, rounded up) + (1/25 the number of Summoner abilities possessed by target, rounded down) + (1, if target's element is Agony or Psychic) + (5, if target's element is Corruption or Evil) - (1, if target's subtype is Deva) - (1 * the number of Hero, Prophet of the Brightest Heavens, Champion of the Upper Realms, Healer, and Genesis Archiect abilities possessed by target) - (1/25 * the number of Chef and Cook abilities possessed by target) - (5, if target's subtype is Holy One) - (5, if target's element is Good or Life), Possessor may obtain a max of 240 Sin Points, Possessor, if a Holy One, obtains + (5,000 * the number of Sin Points (to a max of 240 Sin Points) possessor possesses) to all stats, Possessor's Level, if possessor is a Holy One is reduced by (the number of Sin Points (to a max of 240 Sin Points) possessor possesses / 10, rounded down) less Levels by the ability 'Holy One Traits'
Wings of Melek Taus- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, obtains +999,999 Magical Attack, +999,999 AGI, +999,999 SPI, Charm Immunity, 40% Dominion Resistance, +90,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, 40% Light Resitance, 40% Darkness Resistance, 30% Human Resistance, Possessor's 'Overdrive' actions cost 5% of their user's Max MP instead of 25%, possessor may deal 900,000 Flat Fire & Light & Glory element Damage to the first individual each round to conduct an offensive action that targets their wielder each round, Possessor is Immune to row-shifting effects from sources below Level 80, Possessor's actions are unable to be skipped by minor or moderate status effects, Paralysis Immunity, possessor's turn-order-determining stat sum is not be able to be unwillingly changed by sources below Level 80, possessor's actions are unable to be unwillingly controlled by sources below Level 60

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

Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

Shadow Blade:
Aerial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Adept Knife Training- (Passive Ability, Shadow Blade) Knife weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Knife Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Knife
Alien-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Animal-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Animal-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Aquatic-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Armor-Piercing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Armor-Piercing Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack pierces 200 Defense.
Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bio-Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Charging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Charging Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Critical Stab- (Technique Ability, Shadow Blade) Possessor may use 'Critical Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +5% Critical.
Cthonian-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Cthonian-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Daemon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Demon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Devil-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Deft Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deft Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +5% To Hit.
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Hamstring- (Technique Ability, Shadow Blade) Possessor may use Hamstring in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Slow
Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Human-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Humanoid-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Monster-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Nerve Strike- (Technique Ability, Shadow Blade) Possessor may use Nerve Strike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +70 Melee Attack and a 20% chance of inflicting Pain
Outsider-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Outsider and gains +5% To Hit against Outsider.
Outsider-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Outsider and gains +25% Critical against Outsider.
Paralytic Stab- (Technique Ability, Shadow Blade) Possessor may use 'Paralytic Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Shapeshifter-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Undead-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Undead-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.

Snow Queen
Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
Improved Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Superior Cold Protection- (Passive Ability, Snow Queen) Possessor gains 40% Ice Resistance
Trained in The Freezer in the Walrusfrost Endurance Competition- (Passive Ability, Snow Queen) Possessor gains +5% Ice Resistance
Weak Cold Protection- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance

Other: Spatial Mage:
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles

Other: Subspace Architect:
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Force Respawn- (Passive Ability, Other: Subspace Architect) Up to once per room, up to (possessor's Level) times per dungeon run, if possessor is in a Random Dungeon, possessor may choose, upon entering a room and learning its contents, assuming no enemy in said room is of greater Level than possessor, reroll all enemy spawn rolls for the room, replacing the encountered enemies with the newly rolled ones
Furniture-Powered- (Passive Ability, Other: Subspace Architect) Possessor's unmodified stats are increased by 50 if possessor is carrying at least 5 Antiquities worth at least 5,000,000 Gold each
Harmonious Arrangement- (Passive Ability, Other: Subspace Architect) If possessor is carrying at least 15 Antiquities worth at least 20,000,000 Gold and is at least Level 40, possessor is Immune to entities below Level 20 and possessor's Antiquities cannot be stolen or destroyed by entities below Level 60
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Improved Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 40 that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 60 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 20 that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 40 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor

Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon Mind Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 MIN
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Fast Summons- (Passive Ability, Summoner) Once per thread, at the start of battle, if none of possessor's opponents are 5 Levels or more greater than possessor, possessor may cast a non-offensive Summoner Magic spell
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Resummon- (Passive Ability, Summoner) A number of times per thread up to possessor's Level, when one of possessor's summons is (killed or unsummoned) by a source that isn't greater Level than possessor, possessor may summon an entity on the Enemy List that is normally fightable for drops that is the same entity on the Enemy List as the unsummoned or killed entity
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Zonal Summoning- (Active Ability, Summoner) Up to once per battle, if possessor is in a Random Dungeon, possessor may spend an action to summon a chosen encounter from the current zone of the random dungeon possessor is in, provided that all enemies in said encounter are below Level 60 and fightable for drops on the Enemy List, choosing the number of summons of each type summoned from random ranges in said encounter, Max 200 summoned
Zonal Summoner- (Passive Ability, Summoner) If possessor is in a Random Dungeon, possessor may, at the start of each round, summon an entity that is below Level 60 that is normally fightable for drops that appears on the encounter table of the zone of the Random Dungeon that possessor is in, Max 200 summoned

Other: Sun Duke
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Apprentice Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor Solar Being pets and summons gain +200 to all stats
Offensive Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have the Damage values of their abilities increased by 500 points
Solar Being Calling I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +20 to all stats
Solar Being Calling II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +200 HP
Solar Being Calling III- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +500 MP
Solar Being Calling IV- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +2,000 HP and +4,000 MP
Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +20 to all stats
Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +100 to all stats
Speed-Focused Solar Being Communing I- (Passive Ability, Other: Sun Duke ) Possessor's Solar Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor

Swordsman:
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Surgical Amputation Strike- (Technique Ability, Swordsman) Possessor may use 'Surgical Amputation Strike' in conjunction with a 'Melee Overdrive' or 'Attack with Finesse' action if possessor possesses the ability 'Doctor' and is wielding a Sword or Knife. Said action gains +2,000 Melee Attack, inflicts Wounded: Maimed, and removes one of its target's Weapon or Armor slots (chosen by its user) if its target is below Level 70 and is not 20 or more levels greater than its user as a non-stacking debuff
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.

Technomancer:
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped

Transmuter:
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
Cyclic Transmutation of Light and Hope- (Passive Ability, Transmuter) Possessor may change the element Light in possessor's actions to the element Hope, possessor may change the element Hope in possessor's actions to the element Light
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

Other: War Mage:
Apprentice War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, Other: War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, Other: War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Lesser Cosmic Thunderclap Burst- (Technique Ability, Other: War Mage) Possessor may use 'Lesser Cosmic Thunderclap Burst' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action gains +4,000 Magical Attack, gains +4,000 Melee Attack, may gain '100% inflicts Impaired: Deaf', gains '80% may inflict Electrocuted', may gain the element Electrical, may gain the element Sonic, and causes targets below Level 40 who are 20 or more Levels below caster's Level to skip their next action as a non-stacking debuff
Napalm Spell- (Technique Ability, Other: War Mage) Possessor may use 'Napalm Spell' in conjunction with a 'Magical Attack' action so long as an War Magic Technique spell is cast and no other technique is used. Said action gains the element Fire, gains +300 Melee Attack, and gains a 50% chance of inflicting an instace of Bruning that (cannot be cured by sources below Level 30 for 5 rounds).
Saw-Followed Spell- (Technique Ability, Other: War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, Other: War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, Other: War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
Spellstrike- (Technique Ability, Other: War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Torpedo Reverberation Strike- (Technique Ability, Other: War Mage) Possessor may use 'Torpedo Reverberation Strike' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action deals 50,000 Flat Water or Sonic element Damage to its target at the start of the next round.
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast

Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Hasty Arrival- (Passive Ability, Warrior) Possessor obtains +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round that possessor is present in a battle
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

Weirdworker:
Advanced Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 60% Charm Resistance
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Magic Being- (Passive Ability, Weirdworker) Possessor may, at the beginning of a thread, choose to become the subtype Magic Being
Auto-Selfcast- (Passive Ability, Weirdworker) Possessor, if a Magic Being, may, if possessor has no actions repeat yet on a round as an effect that counts as possessor having an action repeat, possessor may, at the start of each round, perform a 'Cast a Spell' action that involves casting solely the spell attached to possessor's 'Living Spell' ability, with any individual that is 5 or more Levels greater than possessor or Level 60 or greater being able to choose for said action to not occur
Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Emit Magic Particles- (Technique Ability, Weirdworker) Possessor may use 'Emit Magic Particles' in conjunction with any action so long as possessor is a Magic Being and no other technique is used as part of said action. Possessor's allies regenerate 50 MP as part of said action.
Form of Magic Patterns- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 MIN and +100 SPI
Form of Solid Magic- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 CON and +100 SPI
Formshift: Magic Being- (Stance Ability, Weirdworker) Possessor's subtype becomes Magic Being
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Living Spell- (Passive Ability, Weirdworker) At the start of a thread, if possessor is a Magic Being, possessor may choose a non-unique Wizard Magic spell that is only base elements that is worth under 20,000,000 Gold and attach it to this ability; Possessor may, while a Magic Being cast said spell as though it were equipped, and possessor's name counts as additionally including said spell's name
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Magic Being Calling V- (Passive Ability, Weirdworker) Possessor's Magic Being summons may not be unsummoned by sources below Level 5
Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Magic Being Traits- (Passive Ability, Weirdworker) If Possessor is a Magic Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Fatigue and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Magic-Radiating Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's presence counts as the presence of an additional Zone of Magic.
Magiconstructionist- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +25,000 HP and +500 to all stats as a non-stacking buff when summoned
Magidemolitionist- (Passive Ability, Weirdworker) Possessor may add the element Fire to the elements of Damage dealt by the buff applied by possessor's 'Craft Volatile Magiconstructs' ability and have said ability deal an additional 15,000 points of Flat Damage upon its possessor's death
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Selfcast- (Passive Ability, Weirdworker) Spells attached to possessor's 'Living Spell' ability cost possessor 50,000 less MP to cast
Skilled Magidemolitionist- (Passive Ability, Weirdworker) The buff applied by possessor's 'Craft Volatile Magiconstructs' ability does not select targets allied to possessor as targets of Flat Damage dealt upon its possessor's death unless this ability's possessor permits such
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Spell-Emitting Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains a 5% chance before possessor's first action of each round to gain an additional action that may only be used for casting a spell that is on its possessor's Inherent Spell List.
Superior Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 80% Charm Resistance
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor

Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast

Other: Wonderworker
Apprentice Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 500 points
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Wonder- (Technique Ability, Other: Wonderworker) Possessor may use 'Elemental Attack-Conversion: Wonder' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wonder element and no other technique is used. Said action becomes solely the element Wonder.
Improved Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Wonder- (Passive Ability, Other: Wonderworker) Possessor may use the Technique 'Elemental Attack-Conversion: Wonder' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wonder element.
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Other: Radiant Hierophant:
♢A Beacon Across All Darkness- (Passive Ability, Radiant Hierophant) If possessor is Light element possessor's allies may not be prevented by individuals who are not 20 or more Levels greater than possessor from entering the battlespace that possessor is in
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Emanate Light- (Passive Ability, Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element Damage to up to 10 targets
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light 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 Light
Expert Light Synchronization- (Passive Ability, Radiant Hierophant) Light element Damage dealt to possessor (not including healing) is halved, Light element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Light element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Improved Zonal Light Empowerment- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light 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 Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, 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 Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Nullify Light- (Passive Ability, Radiant Hierophant) Possessor may remove the element Light from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Light-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Light-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Light from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ratified Knowledge of the Firmament, As Viewed Through the Lens of Light- (Passive Ability, Other: Radiant Hierophant) Possessor may treat Light as a base element
Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Unified Knowledge of Light and Suns- (Passive Ability, Radiant Hierophant) Possessor may count Radiant Hierophant abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes)
Uplifted By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Light
Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Card Mystic:
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Wielding I- (Passive Ability, Card Mystic) +5 to all stats when a Card is equipped
Card Wielding II- (Passive Ability, Card Mystic) +25 to all stats when a Card is equipped, +50 Magical Attack when a Card is equipped
Charming Deal- (Technique Ability, Dominator) Possessor may use 'Charming Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Charm.
Deft Deal- (Technique Ability, Card Mystic) Possessor may use 'Deft Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +5% To Hit.
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -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.
Solar Being-Hunting Deal- (Technique Ability, Card Mystic) Possessor may use 'Solar Being-Hunting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.


Misc:
*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Used 15 Times as of December 2018

♢Tendrils of Heaven's Light- (Passive Ability, Dominator) Possessor may choose to count as having up to 4 additional Whip weapons equipped that are worth X Gold, Possessor gains +(Possessor Level * 1,000) Melee Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor gains +(Possessor Level * 1,000) Magical Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor's attacks that involve a Whip or Basilisk Emblem gain 'may Heal', Possessor's attacks that target a Demon, Devil, or Daemon gain '100% may inflict any one minor negative status effect'
♢Wreathed in Divine Radiance- (Passive Ability, Auramancer) If possessor is Light element and has at least 1 Light element Aura, at least 2 Divine Magic spells, and at least 2 Healer Magic spells equipped, whenever possessor is targeted by an offensive action, possessor may choose to either have a (Possessor Level)% chance of inflicting Awestruck on the source of said action at the end of said action or a (Possessor Level - Target Level)% chance of inflicting Smitten on the source of said action, Possessor gains +(Possessor Level * 100) Defense against Light while possessor has a Light-element Aura equipped, Possessor obtains 20% Divine Magic Resistance
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
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Form of Mind-Dulling Mist- (Stance Ability/Active Ability, Veilwalker) While in this stance, possessor gains 50% Dodge and and possessor's damage-dealing attacks deal an additional 1,000 MIN damage, possessor may spend an action while in this stack to gain a buff that gives caster 98% Dodge so long as caster opts to perform no offensive actions, with said buff vanishing immediately if its possessor performs an offensive action, that does not stack, and that lasts 5 turns, with said action only being able to be performed once every 7 rounds
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
♢Magics of an Alien Heaven- (Passive Ability, Luminary) Possessor may equip and cast Celestial Magic spells as though they were Gate Magic spells, Possessor treats the Celestial Magic Resistance of entities as though it were 15% lower
Partook of the Candied Wish-Stars- (Active Ability, Permanent Item Effect) Possessor may spend an action to replicate an action performable by any entity on the Enemy List of Level 80 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops as though an instance of said entity were performing said action, This ability may not be used in combos
Shadow-Babylon Master Key Essence- (Passive Ability, Gatekeeper) Has no effect yet, because it references a place that does not yet exist
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Yellow King's Fickle Favor- (Technique Ability, Herald of Lunacy)- Possessor may use 'Yellow King's Fickle Favor' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a spell with a Magical Attack bonus is cast as part of said action and so long as possessor is Level 40 or greater. Said action gains +18,000 Magical Attack, deals 5,000 MIN damage, has a <0-15%, determined randomly at the beginning of every battle and unknown to the player> chance of inflicting Insanity, and causes user to have a <1-5%, determined randomly at the beginning of every battle and unknown to the player> chance of being inflicted with Insanity by a level 100 source on use if user is below level 85, may cease to function or function differently outside some mod-run worlds, sometimes has RP effects, This ability may not normally be used in combos outside of mod-run worlds
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Vehicle User- (Passive Ability, Driver) All Vehicle 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
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
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
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats


Weapons:
- *Vayinhatoo, the Wind of Unbound Aether- (Weapon, Force, Air & Aether & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, 1,344% Dodge, +1,344% Dodge, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder is cured of all debuffs and negative status effects from sources of Level equal to or lower than Wielder at the start of each round, Wielder is cured of all debuffs and negative status effects from sources whose Level is lower than wielder's at the start of each action, All Damage on wielder that comes from sources of lower Level than wielder who are below Level 80 vanishes at the start of each round without specfically being cured or regenerated, Wielder may choose for entities of Level equal to or lower than wielder to fail to summon non-unique entities, Wielder may choose for entities of Level lower than wielder to fail to summon unique entities, Wielder's actions cannot be made to fail by sources below wielder's Level and cannot be countered by sources below wielder's Level, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Aether Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind of Unbound Aether by Elsie Phaeduras'
- *Doctor Kerabeyl's Apocalypse-Repairing Wrench- (Weapon, Tool, Wonder & Technology & Life, 165,000,000 Gold) +160,000 Melee Attack, +160,000 to all stats, Wielder may, if wielder possesses the ability Adept Tool Training and the ability Doctor, spend an action to remove all debuffs present on allies in the same battlespace as wielder (including wielder) that come from sources below Level 80 who are not 20 or more Levels greater than wielder, remove all Zones, Terrains, Phantom Terrains, effects attached to Zones, effects attached to Terrains, and effects attached to Phantom Terrains that come from sources below Level 98 that are not 20 or more Levels greater than wielder, and to re-create any number of Zones, Terrains, or Phantom Terrains destroyed earlier in the same battle by sources below Level 98 that are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
- Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
w/Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment


Armor:
- Most-Exalted, Ancient Solar Warlord's Glory-Gilded Orihalcum Armor- (Armor, Heavy Armor, Glory & Light & Fire & Earth, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 20% Glory Resistance, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Glory element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Wearer takes half damage from non-unique sources below Level 60, Wearer must be at least Level 40

Accessories:
Expert Slots:
[Expert Fire] - Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
[Expert Hope] - Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
[Expert Light]- Ever-Resplendent Holy Wings of Light and Victory- (Accessory, Bioaugmentation, Light & Triumph, 300,000,000 Gold) +300,000 Defense, +300,000 to all stats, +60,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking effect, 130% Resilience, 130% Dodge, +3,600,000 HP as a non-stacking bonus, +3,600,000 MP as a non-stacking bonus, 40% Light Resistance, 40% Hope Resistance, Awestruck Immunity, 30% Major Negative Status Effect Resistance, Wearer's actions may become solely Light element, Wearer may deal 3,000,000 Flat Light element Damage to all opponents at the start of each round, Wearer may deal 3,000,000 Flat Light element Damage to each individual who targets wielder with an action at the end of each such action, If an source below Level 80 would deal wearer Light element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wearer ignores the the Light Immunity, Resistance, Reflection, and Absorption of individuals below Level 80, 'Overdrive' actions that are solely Light or Light & Triumph element cost wearer '5% Max MP' instead of '25% Max MP', Wearer may treat Light as a base element, Individuals below Level 99 may not prevent wearer from resurrecting individuals or changing the element of individuals, this item may not be destroyed or stolen by sources below Level 99, Wearer is Immune to individuals below Level 60, Wearer may spend an action to Defeat all opponents below Level 80 who are 5 or more Levels below wearer, Wearer must be Level 60 or greater and must be a Holy One, Wearer cannot be a devout worshipper of Harkala Gillingman

5 Base:
- ~*Serenity's Adamant Ideal- (Accessory, Other: Relic, Good, X Gold) +999,999 Defense, +999,999 Melee Attack, +999,999 Magical Attack, 160% Critical, 160% Resilience, +<Wielder's Level / 2>% Critical, +<Wielder's Level / 2>% Resilience, Wielder gains +X to their turn order determining stat (where X = their turn order determining stat, for turn order determining purposes), to a max of +9,999,999,999, wielder gains a 15% resistance to the subtypes Demon, Devil, Daemon, Darkspawn, Horror, Demented, Fallen, Eroded, Infernal, Mementos of Ruin, Thrallspawn, and Warshard, possessor gains a 30% resistance to the subtypes Arch-Demon, Arch-Devil, Arch-Daemon, Outer Terror, Arch-Abyssal, Arch-Demented, Arch-Eroded, Arch-Fallen, Arch-Infernal, Arrangements of Ruin, Lord of Thrall, and Tyrant-Shard, possessor gains a 45% resistance to the subtypes Serpent Blessed, Fiend, and Abomination, wielder gains 30% Evil resistance, wielder has the damage they deal to entities they resist through this item multiplied by the resistance they would gain to them through this item, damage and negative status effects dealt to entities that wielder would have at least a 30% resistance to through this item cannot be healed, ignored, or shrugged off by sources below wielder's (level + 20, to a max of level 200) as if coming from a (the higher of wielder's level or level 100) source, this item cannot be lost, stolen, destroyed, or have it's text or element altered by sources below level 200 aside from itself, this item possesses the subtype Gloves, wielder must fit two out of the four following criteria: be on a mod-run world, be at least level 79, be a tier 3 subtype or element, and possess the ability 'Basic Good Synchronization', this item sometimes radically changes power set with the death of it's wielder or in response to certain actions of it's wielder as an RP effect, this item may adapt to counter the power set of beings of overwhelmingly evil intentions as an RP effect (Bound to Nole until June 28, 2017)
- *Mind-Implanted Research System- (Accessory, Other: Mystic Infusion, Technology & Progress, 150,000,000 Gold) Wielder gains +1,000 to all stats and +500 additional MIN at the start of each round as a buff that stacks 50 times
- 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
- *The One Barrister's Powdered Wig- (Accessory, Hat, Warding & Life & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 MIN, Wearer's Abomination and Fiend allies gain +666,666 to all stats as a non-stacking bonus, Wearer suffers no negative effects for the status effect Diseased, including its sub-status effects, and for the status effect Plague, not including its sub-status effect, Wearer may ignore the effects of all stacked instances of one debuff from a source below Level 99, Wearer may, whenever wearer moves from one row to another row, gain a non-stacking buff that provides +320% Dodge until the end of the round and may create a Zone of Darkness & Order that has an effect attached to it that does not stack on the same zone or across zones that has a 60% chance of inflicting Plague on each of its creator's opponents at the start of each round, Individuals below Level 80 may not scan wearer's stats if wearer is afflicted with Plague, is a Fiend, or is an Abomination, Wearer may spend an action to cure Plague or to have an 80% chance of inflicting Plague, Wearer must possess the ability 'Master Clothes Proficiency', the ability 'Master Litigamancy Attunement', the ability 'Master Clothier Proficiency', the ability 'Master Evil Synchronization', the ability 'Master Life Synchronization', the ability 'Master Warding Synchronization', the ability 'Master Great Terror Knowledge', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater
- Deadly Stinger- (Accessory, Bioaugmentation, Acid, 65,000,000 Gold) +65,000 Melee Attack, 5% inflicts Instant Death, 5% inflicts Venom, Wielder must be Level 40 or greater

Spells:

'Inherent Spells'-
Anoint With Purifying Oils- (Spell, Healer Magic, Water & Light, 1,000 MP, 100,000 Gold) Cures Hexed
Anti-Poison- (Spell, Healer Magic, Light & Water, 1,000 MP, 100,000 Gold) Cures Poison
Bandage- (Spell, Healer Magic, Physical, 5,000 Gold) +5 Melee Attack, Heals, 25% Cures Wounded
Brain Massage- (Spell, Healer Magic, Physical & Psychic, 1,000 MP, 100,000 Gold) Cures Confusion
Cure What Ails You- (Spell, Healer Magic, Light & Water, 1,000 MP, 100,000 Gold) Cures Diseased
Disinfatuate- (Spell, Healer Magic, Darkness & Psychic, 1,000 MP, 100,000 Gold) Cures Charm
Doctor Nole's Miracle Medicine- (Spell, Healer Magic, Light & Magic, 85,000 MP, 85,000,000 Gold) +85,000 Magical Attack, Target obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff, Cures Diseased and any one other minor negative status effect, Heals, Caster must be Level 40 or greater or both Level 20 or greater and a Holy one
Fix-Up- (Spell, Healer Magic, Physical, 1,000 MP, 100,000 Gold) Cures Impaired
Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
Greater Vivify- (Spell, Healer Magic, Light, 400,000 MP, 40,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 400,000 HP at the start of each round, Caster must be Level 20 or greater and must possess the ability 'Healer'
Heal- (Spell, Healer Spell, Light & Magic, 5 MP, 700 Gold) +7 Magic Attack, Heals
Healing Touch- (Spell, Healer Magic, Light, 15 MP 7,000 gold) +5 Magical Attack, Heals
Life Helix- (Spell, Healer Magic, Light, 70 MP, 120,000 Gold) +127 Magical Attack, Heals
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom
Painkiller- (Spell, Healer Magic, Physical & Acid & Technology, 1,000 MP, 100,000 Gold) Cures Pain
Perform CPR- (Spell, Healer Spell, Physical, 15 MP, 1,900 Gold) +9 Magic Attack, Heals, 5% Resurrects targets brought to exactly 0 HP by an individual under level 10
Relaxant- (Spell, Healer Magic, Physical & Light & Technology, 1,000 MP, 100,000 Gold) Cures Paralysis
Replace Missing Organs- (Spell, Healer Magic, Physical, 1,000 MP, 100,000 Gold) +100 Melee Attack, +100 Magical Attack, Heals, 30% cures Wounded
Restore Agility- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 AGI Damage
Restore Constitution- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 CON Damage
Restore Mind- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 MIN Damage
Restore Spirit- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 SPI Damage
Restore Stats- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 Stat Damage from all of target's stats, Cures Stat Drain
Restore Strength- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 STR Damage
Resurrection- (Spell, Healer Magic, Light, 500,000 MP, 50,000,000 Gold) Resurrects target, to a max of once per target per thread, is target was killed by a source below Level 80 that is not 20 or more Levels greater than caster, Caster must be Level 20 or greater and must possess the ability 'Healer'
Smelling Salt Throw- (Spell, Healer Magic, Air & Energy, 1,000 MP, 100,000 Gold) Cures Fatigued
Status Fix- (Spell, Healer Magic, Water, 60,000 MP, 16,000,000 Gold) +16,000 Magical Attack, Heals HP, All debuffs and negative status effects present on target that come from sources below Level 40 are removed, Target may not acquire debuffs or negative status effects from sources below Level 40, Target gains Immunity to one minor status effect against sources below Level 80, does not stack
Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
Vitalize- (Spell, Healer Magic, Light & Energy & Fire, 1,000 MP, 100,000 Gold) Cures Stat Drain
Vivify- (Spell, Healer Magic, Light, 40,000 MP, 4,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 40,000 HP at the start of each round

5 Truth
5 Fire
-- Create Constellation of the Rainbow Dragon- (Spell, Astral Magic, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid & Air & Hope & Darkness & Technology & Psychic & Physical, 60,000 MP, 30,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Rainbow Dragon', said empowered constellation causes all base element, Wood element, or Metal element element individuals on its possessor's side of battle to gain +15,000 to all stats as a non-stacking effect and makes Wood and Metal base elements

-- Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater

-- Heaven's Judgment Slash- (Spell, Sword Arts, Fire & Glory, 2,000,000 HP, 200,000,000 Gold) +600,000 Melee Attack, 150% inflicts Burning, 10% inflicts Smitten , This action may gain '1 hit against 50' and deal 1/2 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 80, Caster must be Level 40 or greater and must be a Holy One.

-- Heaven-Flame Slash- (Spell, Sword Arts, Fire, 900,000 HP, 90,000,000 Gold) +90,000 Melee Attack, 100% inflicts Burning, 1% inflicts Smitten if caster is Level 40 or greater, This action may gain '1 hit against 50' and deal 1/3 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Caster must be Level 20 or greater.

-- Sun Arcana- (Spell, Arcanist Magic, Light & Fire, 190,000 MP, 190,000,000 Gold) +190,000 Magical Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater

5 Hope
-- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell

5 Light
-- Chromatic Blade- (Spell, Sword Arts, Air & Earth & Fire & Water & Hope & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 25,000 MP, 25,000,000 Gold) Target Sword wielded by caster obtains +25,000 Melee Attack as a non-stacking buff and becomes solely any combination of base elements

-- Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack

-- Hierophant Arcana- (Spell, Arcanist Magic, Light & Law, 50,000 MP, 50,000,000 Gold) Target, if below Level 60 and below caster's Level, may not inflict debuffs without caster's permission, Caster must be Level 20 or greater

-- High Priestess Arcana- (Spell, Arcanist Magic, Light, 20,000 MP, 20,000,000 Gold) +20,000 Magical Attack, Heals, Cures any one debuff from a source below Level 40

-- Justice Arcana- (Spell, Arcanist Magic, Light & Law, 80,000 MP, 80,000,000 Gold) +80,000 Magical Attack, 100% inflicts Entombed: Incarcerated

30 Geomancy
10 Healer
-- Doctor's Sudden Medical-Salvation-Rush- (Spell, Healer Magic, Air & Hope, 100,000 MP, 10,000,000 Gold) Caster's allies are cured of all negative status effects and debuffs with sources below Level 60 and regenerate 100,000 HP, Caster must be Level 45 or greater or (must be Level 20 or greater and must possess the ability 'Doctor')

-- Harness Global Lifeflow- (Spell, Healer Magic, 3,000,000 MP, Life, 300,000,000 Gold) Caster gains a non-stacking buff that increases quantities of HP Healing its possessor deals by 3,000,000, Caster must be Level 60 or greater and must possess the ability 'Adept Healer Magic Attunement'

-- Panacea Vaccine- (Spell, Healer Magic, Light & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Plague from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater

-- Cure-All- (Spell Aspect: Caduceus of the Prime Healer, Healer Magic, Light & Life, 1,000,000 MP, X Gold) +200,000 Magical Attack, Heals, Cures all debuffs and negative status effects from sources that are not 20 or more Levels greater than caster

10 Kensei
- Atomic Wave-Slash- (Spell, Sword Arts, Atomic, 170,000 HP, 70,000,000 Gold) +70,000 Melee Attack, 70% inflicts Poison: Irradiated, 1 hit against 600,000, Caster must have a Sword equipped

- White Blade- (Spell, Sword Arts, Light, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Light

- Sun Sword Strike- (Spell, Sword Arts, Light & Fire, 190,000 HP, 190,000,000 Gold) +190,000 Melee Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's Fire-element, Light-element, or Solar Being allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater and must have a Sword equipped

- Song Blade- (Spell, Sword Arts, Sonic, 18,000 MP, 18,000,000 Gold) +18,000 Melee Attack, Cures all debuffs from sources below Level 60 that are present on all of caster's allies, 100% inflicts Charm, Caster must be Level 35 or greater and must be wielding a Sword worth 20,000,000 Gold or more
- Quick Wound- (Spell, Sword Arts, Physical, 90 MP, 100,000 Gold) +80 Melee Attack, 10% inflicts Wounded, +50 to caster's turn-order-determining stat sum for turn-order-determining purposes on the next round as a non-stacking buff, caster must have a Sword equipped

- Iaijutsu Strike- (Spell, Sword Arts, Air & Electricity, 300 MP, 290,000 Gold) Caster equips an unequipped weapon and immediately performs a single 'Melee Attack' action that includes no spells or techniques and that may only target one individual. Said attack deals an extra amount of damage of the same combination of elements it already deals in its standard damage equal to twice the Melee Attack bonus provided by the weapon that this spell equipped, to a max of 5,000,000 Damage.

- Glacial Blade Impact- (Spell, Sword Arts, Ice, 35,000,000 Gold) +35,000 Melee Attack, 60% inflicts Frozen, this action may become solely Ice element, Caster must be wielding a Sword worth at least 30,000,000 Gold

- Atomic Wave-Slash- (Spell, Sword Arts, Atomic, 170,000 HP, 70,000,000 Gold) +70,000 Melee Attack, 70% inflicts Poison: Irradiated, 1 hit against 600,000, Caster must have a Sword equipped

- Dancing Blade's Shadow- (Spell, Sword Arts, Physical & Air, 5,000,000 Gold) +5,000 Melee Attack, Actions this spell is involved in are delayed a number of rounds of caster's choosing that is between 1 and 3, Caster must be wielding a Sword worth 5,000,000 Gold or more

- Exploding Energy-Blade Strike- (Spell, Sword Arts, Energy, 3,000 MP, 3,000,000 Gold) +3,000 Melee Attack, Wielder's 'Melee Attack' actions may deal 30,000 Flat Energy element Damage to up to 30 targets that they did not otherwise target, This spell's natural bonuses ignore capping, Caster must be wielding a Sword and must be a Max HP

5 Base
-- Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater

-- Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater

-- Parallel Mageblast: Dragon-Line-Rerouting Superpulse- (Spell, Technomancy, Energy & Electrical & Earth & Mystical, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, +200,000 Ranged Attack, Targets' HP and MP is delinked from all individuals if targets are below Level 90 and said links were not established by entities below Level 90, Targets of Level equal to or lower than caster who are below Level 90 obtain a non-stacking debuff that makes its possessor unable to link HP, MP, or stat values with other individuals, that makes its possessor unable to transfer HP or MP to or from another entity, that makes its possessor unable to be healed by HP or MP Drain, and that makes its possessor unable to create Zones, Caster must be Level 40 or greater

-- Ruinous Mageblade Strike- (Spell, Other: War Magic, Magic & Physical, 750,000 MP, 75,000,000 Gold) +75,000 Melee Attack, 150% may inflict Wounded: Maimed, 5% may inflict Crippled: Devastated, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any, Caster must be Level 20 or greater and must possess the ability 'War Mage'

-- Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater

Pets:
*Nole's Living Garden- (Pet, Plant, Light, Lv.39, 72,000,000 Gold)
HP- 2,175,000
MP- 1,450,000
STR- 19,400
AGI- 13,250
CON- 20,500
MIN- 18,500
SPI- 18,500
XP- 955,120,000
XP Needed- 16,400,000 (Standard Multiplier x2, Raised to x20 to bypass Level 40)
Minimum Level- 19
Defense-
Defense against Stat Damage- 700
Critical Chance- 45%
Resilience- 46%
To Hit- 149%
Dodge- 30%
Resistances and Immunities- 90% Earth Resistance, 90% Light Resistance, 90% Hope Resistance, Impaired Immunity, 70% Minor Status Effect Resistance, 35% Modarate Status Effect REsistance
Prime Attribute- Constitution
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 1,000 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 500) each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 1,000 thresholds, Unit Effect
Explicitly Living- Possessor gains 35% Necromancy Resistance and cannot become the subtype Undead, Constant Effect
Reprocess Undead Via Druidic Magic and Life- AT the start of each round, possessor may choose for one of possessor's summons or possessor's controller's summons that is an Undead that is below Level 35 into any one Animal, Aquatic, Aerial, Human, or Humanoid from the Enemy List that is below Level 35 and is normally summonable for drops, with said summon counting against whatever summon caps its prior undead self counted against
Tended By Nole- If any of possessor's allies are unique individuals whose name includes 'Nole', possessor may be cured of a single debuff, minor negative status effect, or moderate negative status effect from a source below the Level of said ally, with said curing counting as coming either from said ally or from possessor (with possessor making said choice), Constant Effect
Indexed Effects-
Contains Blue Nightflowers- Effects attached to Zones of Darkness or Chronogeomantic Zones of Night that come from sources below Level 40 cannot prevent possessor for regenerating HP or MP or prevent possessor's Constant Effects from being active, Constant Effect (Indexed at Level 14)
Contains Large Jungle Flowers- Possessor obtains +100,000 HP and +1,000 CON, Possessor may choose to count as up to 5 additional individuals for row-order purposes, Constant Effect (Indexed at Level 16)
Contains an Odd Blue Sapling- Possessor's controller counts as having cast Call Unto Seasons: Some Odd Blue Season, Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter, and all Elemental Magic spells cast by possessor's controller that require the casting of at least one of the aforementioned spells count as Druid Magic spells in addition to their other subtypes, Constant Effect (Indexed at Level 35)
Contains a Gumdrop Plant- Possessor or one of possessor's allies regenerates 200,000 HP or 200,000 MP or 5,000 points of any one stat at the start of each round, Constant Effect (Indexed at Level 35)
Contains Truesliver Grass- Possessor obtains +1,500,000 MP, Possessor gains +50% Criticals against Shapeshifters, This ability loses its text if possessor takes Toxin element Damage from a source of Level 60 or greater, Constant Effect (Indexed as though its possessor were Level 60)
Abilities-
Flower Beams- 6,000 Damage, Earth or Earth & Light or Earth & Magic, 0 MP
Photosynthesis- 50,000 MP Damage, Heals MP, May only target caster, Light & Earth, 0 MP
Healing Fruit- 30,000 Damage, Heals HP, Earth, 10,000 MP
Vine Rush- 20,000 Damage, 2 hits against 4, deals 1/4 Damage, Earth, 10,000 MP
Bear Non-True Fruit of Life- 150,000 Damage, Heals, inflicts Regeneration, Earth & Light & Life, 100,000 MP
Indexed Abilities-
Channel the Gate Trees- Summons 0-4 Gate Watcher Shrubbarids, 1-19 Killer Bee, 1-21 Level 1 'Blue Song Tree' from the Zoo Record, 1-21 Fairy of Growth, 1-21 Plant Child, and 1 Fruit Golem with a 24% chance of success and summon numbers being randomized, Can be used once per battle by each caster, Magic, 0 MP (Indexed at Level 14)
Warp Storm- 2,000 Damage, 2 hits against 18, 55% Inflicts Confusion, This action's Prime Attribute is Spirit, Magic, 2,000 MP (Indexed at Level 14)
Spotted Nightlily's Toxin- 4,800 Damage, 480 CON Damage, 120% inflicts Poison, 1 hit against 5, Earth & Darkness, 9,500 MP (Indexed at Level 17)
Open Gate Tree's Gate- Caster and up to 15 of caster's allies enter another preexisting battlespace that is part of the same battle so long as no individual of Level 40 or greater in either the battlespace being entered or the battlespace being exited objects, Constant Effect (Indexed at Level 20)
Carnivorous Pitcher-Trap- 15,000 Damage, Deals HP Drain, 100% inflicts Dissolving, Acid or Acid & Earth, 10,000 MP (Indexed at Level 25)
Coniferous Needle Hail- 10,000 Damage, 100% inflicts Pain, 1 hit against 50, 90% gains '2 hits against 50', 1% gains '3 hits against 50', Earth, 10,000 MP (Indexed at Level 26)
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Brought along with me are:

-- *Caduceus of the Rat King- (Weapon, Mace, Darkness, 315,000,000 Gold) +310,000 Melee Attack, +310,000 Magical Attack, Wielder may choose for actions that wielder performs that would contain 'Heals' to not do so, Wielder may convert any stat buff that wielder would apply into an equal-but-opposite debuff that stacks an equal number of times, 15% inflicts Plague
w/ Subspace-Pocketed- This item may be brought into threads unequipped, its carrier may unequip up to 1 item from a slot that this item could go in at the start of a battle, this item may be equipped at the start of a battle, Applied Enchantment

-- Caduceus of the Prime Healer- (Weapon Aspect: Caduceus of the Prime Healer, Staff, Light & Life, X Gold) +200,000 Melee Attack, +200,000 Magical Attack, +200,000 SPI, This item possesses the subtype 'Mace' in addition to its other subtypes, Wielder's actions gain 'May Heal', Wielder's actions may remove 1 debuff or negative status effect from each of their targets that comes from a source of equal Level to or lower Level than wielder

-- Prime Healer's Coat- (Armor Aspect: Caduceus of the Prime Healer, Light Armor, Light & Life, X Gold) +200,000 Defense, +200,000 MIN, +200,000 SPI, Individuals of lower Level than wearer may not place debuffs or negative status effects on wearer if wearer did not perform any offensive actions during the last round, Poison Immunity, Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect from a source below Level 60 that is below wearer's Level, Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 60 reduced by 5 rounds, to a minimum of 1, Individuals below Level 60 who are below wielder's Level may not target wielder with offensive actions if wielder has not conducted an offensive action during the battle

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 3:36 am
by Santooth
Kit and Nole zero in on the garbled distress call coming from Noix, specifically from this Captain Alpha from within the Mayline. It is being broadcast with startling strength, but facing heavy interference. Here's what they can make out.

"Need help immedi.. ... ..lpha priority threat to th.. ... ..all worlds. Critical that h... ... containment. Be sure to... ... ...o avoid his influence. DO NO... ... ..I repeat, I need help immedi..."

And it repeats.

How are the two of you approaching this? Noix is a hot mess right now, but the Mayline is largely separate from the rest of the world and is very much it's own thing. It's a continent-sized storm of magical power that looks much like a hurricane ringed through with ominous red lines (those weren't there before...) known to sequencer off apocalpyse-scale events. The two of you can easily make it to it and even enter it through the eye at the center, but beyond that you aren't sure how much control you're going to have over where you end up on the inside.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 2:37 pm
by Pathaky
Nole is gonna confer with Kit here before we go in.

"I'm worried about this malign influence that's Captain Aplha's warning us about-- to that end, I'd like to see if we can't get a bit more solid information before we dive on in."

This message has been scrambled by interference, either from the Mayline itself, or from whatever this threat that's about to breach containment is. But Nole's the Prime Healer, and he's going to try to do some surgery on this distress signal.

As he taps the power of his artifact, he visualizes the wave-form of distress signal.

"Going to need to reinforce this bit here, that's going to need a graft for sure..." he mutters, beginning to assemble medi-magical diagrams across the wave-form.

He's especially interested in what Captain Alpha is recommending we avoid. He has a hunch that it has something to do with the angry red veins running through the Mayline, but he doesn't want to operate off assumptions with something this delicate.

As far as our approach, once Nole is done with his attempt at strengthen/decipher more of the distress signal, he'll turn to Kit.

"Could you rewind this message's emanation so we can pinpoint where it was broadcast from?"

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 2:53 pm
by Kitsune106d
Kit will attempt to do the rewind as asked.

She is a goddess of times has expert temporal primarch and had the aeon diadem. She will attempt to rewind and slow down the message so It can be traced back, the fox focusing hard and using her artifact and powers to do so.
"I agree about the influence . " Her temporal rewind ability is on hair trigger in case something happens or her danger sense is triggered something fierce that requires a quick detour .

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 4:22 pm
by Santooth
Nole and Kit, working in concert, set in on trying to fix the signal.

Nole starts off, performing surgery on the emanation with his concept-cutting knives and considerable healer abilities. He slices, he tweaks, he manipulates. He reimagines the signal as something itself needing to be saved, and leverages his status as a Hero and a Holy One to put the force of righteousness behind his effort.

...

...Hm.

He is having severe trouble with this. Much more so than he frankly should. Repairing a broken signal should fall well within Nole's range of abilities, but complications keep springing up one after another before he can focus on any one of them long enough to start to address the problem. Every time he tries to piece things together in one place, other sections start falling apart. Trying to repair the beginning of it causes the end to crash and die, while if he tries the middle the whole thing starts to turn into a different, more garbled message entirely. The entirety of it is a nasty knot of contradictions, where making progress on one front almost inevitably makes things worse on another.

There's a larger, more ominous problem though. Some part of his mind he can't quite put his finger on is shouting that this is garbling loop of contradictions that becomes worse the more he works on them is a familiar menace. Other instincts are shouting louder than they should that the message itself is a trap, trying to lure powerful individuals into the Mayline for some fell end and he needs to avoid it at all costs. A third part is insisting that nothing is truly wrong with the message and that the garbled bits are intentional, protecting him from some subtle danger present in an unaltered whole, and that he absolutely needs to to get in there and help. This is extremely frustrating, and in some weird and horrible way slightly addictive. Nole gets the chilling realization that the longer he works on this the worse the cognitive dissonance is going to get. He is self aware enough to know that decoding this signal risks becoming an obsession and steps back, shaken.

At this point Kit steps in, laying a hand on Nole's shoulder. Using her considerable temporal powers backed by her artifact, she resets Nole's attempt to a point before he started falling into a mental hole on this. Moving further, she very carefully peers through local time focusing on the origin of the message itself. She follows it back through time, noting that it has been broadcast nonstop for about a day now from a point near the center of the Mayline where it's easiest to enter and exit. Peering back a bit further, to a point just after the reawakening of the Sleeper and shattering of Noix (kit has the good sense not to try to watch that directly), Kit sees the immediate aftermath of events just after the Sleeper left. She sees the shattered chunks of the planet just beginning to drift apart. She sees a veritable tide of darkspawn (with level ranges ranging the gambit from low 60s to a few in the higher 200s) rushing and wriggling from the cold, dark places between the stars to claim and consume the residual demiurgic power of the Sleeper's resting place. She sees two spandex-clad individuals rally against them, ignoring the smaller sub-100 Darkspawn to focus on the truly dangerous Outer Horrors with the potential to consume the power whole, becoming something grand and vile. Kit identifies them as Hotspot and Captain Omega.

Hotspot (Level 285, Arch-Solar)

and

Captain Omega (Level 260, Metahuman)

She watches, slowing things down to an absolute crawl, as they battle the most powerful and dangerous of the Eldritch Horrors. She watches the two of them, both individually stronger than anything they're fighting, slowly begin to be worn down fighting against dozens of powerful Darkspawn who are steadfastly refusing to die when killed. She watches their last stand as Darkspawn begin to consume the Sun around Noix, the core of Hotspot's power. She watches the Mayline, deprived of the power maintaining it from the grievously wounded Hotspot, begin to buckle and sway with sickly red-black lines running across its surface. As those same lines trace Hotspot's face, she watches resolve form in Captain Omega's eyes.

"I'm going to fix this. It has been an honor to fight by your side."

And.. Yours. Don't forget.. What you put in there.

I won't. Goodbye.

Kit watches his Omega Coreblast as the Captain rips apart his own essence in a self-sacrificial attack that cripples the Darkspawn, his greatly-diminished core shooting like a falling star into the heart of the Mayline. She watches Hotspot rally, pulling the stunned, dead, but not yet defeated horrors into the heart of his star which goes supernova, collapsing into a Neutron Star.

...

And then the signal starts.

"I need help immedi.. ... ..lpha priority threat to th.. ... ..all worlds. Critical that h... ... containment. Be sure to... ... ...o avoid his influence. DO NO... ... ..I repeat, I need..."

...

Whew.

Kit gets the ability-

Scry the Past- (Active Ability, Diviner) Possessor may spend an action to scan the stats of an individual who was previously present in battlespaces possessor is currently in

And the award

"Watched the Last Stand of Captain Omega on Noix"

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 4:36 pm
by Kitsune106d
Kit will relay what she saw to Nole, explaining the darkspawn fight, and the two deaths that she witnessed, giving him all the information that she has gleamed from this.

She speaks up, "We should set up some defenses and wards." She frowns as her tongue hangs out, as she works on setting up a few extra defenses in case of mental messings. She knows that her time powers and wards should be at the strongest. Sh

She, being a goddess of time and wards as well as an Expert at Protection Magic with Expert Temporal Synchronization will then try to set up an abjuration time loop defence that if something attempts to mess with them, will reset to an earlier state, trying to set it up as a buff style ward to protect both herself and Nole. She uses Temporal Scrylock as the base, and will go get the temporal scrylock from her room in nexus. If she can set up the loop as a continuing buff, she will, but if it comes as just a one shot and done, she will do that too.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 7:06 pm
by Pathaky
Nole listens carefully to Kit's explanations.

"Pre-buffing is a good idea. If Captain Alpha is real, which... well, we're just going to have to see, I can't ignore this cry for help. If he really needs us, we need to be there for him. If this is a trap, then at the very least we need to find out about it and establish better warnings to stop others from falling into it. The consequences we face as Battle Arena members pale in comparison to what'll happen to the surviving Noixans if this breaks bad.

He'll set up some defenses of his own.

Both Kit and Nole get hit with Deny Death, a stole of quasi-real magical energy that settles around their shoulders, flickering with a soft light, as well as a dose of the Panacea Vaccine, inoculating both of them from Instant Death and Plague,which he'd rate as apocalypses that might be kicking around in there.

He'll Harness the Global Life-Flow, using his geomantic and magical healing prowess to tap into the remaining pulse of Noix, greatly increasing his capacity for restorative magic.

His wings, a fractal-realm of phoenix-fire, golden eyes, and geometric heavens, continue to expand, mandelbrotting spatially into themselves.

His Progress-empowered Research System begins collating data, filing it and making increasingly strong connections on how best to navigate this place once we're in it. [Nole is an Empowered Constellation, containing both the Rainbow Dragon and the Candied Wish-Stars]

"Rrright, I think we're set. Here's the gameplan, Kit. We go in, fix what we can, find out what's happening with Captain Alpha, and either make it out alive or die and come back to quarantine this distress signal. Let's get moving."

As for our approach, he thinks it's their best bet to enter through the eye and "see" what they're dealing with here.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 9:25 pm
by Santooth
Kit and Nole confer. They both agree that some buffs would help their chances.

Kit throws up several layers of ablative barriers, an anti-scan ward, and then tops it off with a single use emergency-shield for each of them that locks their current states in place and should let each of them shrug an unpleasant effect or attack, once.

Nole throws down Deny Death and the Panacea Vaccine, which augmented by the twin Caduceus and his status as Prime Healer should provide them with a strong level of protection against Plague and Instant Death. He then taps into the raw mana saturating the area (and there's a lot of it), shaping it into a deeper connection with the flow of life as a whole and notably bolstering his already considerable healing abilities. The Research System begins running in parallel in the background, another mind monitoring and analyzing their surroundings.

Preparations complete, they head into the Mayline through the eye.

What follows is probably not what they were expecting. It initially feels like walking down a smooth corridor with walls on every side, but quickly pass the event horizon of the place and find you can only move forward, deeper down into it. The feeling is unsettling on some level, but nothing about the trip is unpleasant until right up near the end when the two of you pass some unknown tipping point and feel the world expand back out around you. At this point, before you can even take time to examine your surroundings, a message comes through trying very insistently to get through to you.

Nole and Kit both must make a split second decision to either let it through or burn the ward Kit just set up. They both elect to burn the ward.

The two of them arrive at some manner of ominous cityscape. Reasonably normal looking suburban buildings stretch out for several miles in all directions, with a number of small sky scrapers about a half mile to the west and what they can identify as a pier to the east. The whole place is an unnatural shade of grey, with all color gone from it. Pedestrians, all human, occupy the city as one would expect frozen in various daily activities. One is driving a car, another eating a sandwich at a local cafe. Black, stick-like tentacles snake along the ground and into various parts of these humans. One, it enters the right shoulder of. Another the left hand. Or the head. Or the heart. Or the chest. Along each of the tendrils, gently strobing darkness travels from unknown places pumping into cancerous-looking growths at the points of connection. The growths vary wildly from individual to individual; the man eating the sandwich has a growth about the size of a thumbnail, while many others have growths the size of a grapefruit. One unfortunate looking elderly woman walking a dog has a bulging mass nearly half as large as her. None of the frozen humans show any awareness of these circumstances.

The two of you note that you can float off the ground and move by will alone. You can both already do that, but it's still odd.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 9:35 pm
by Pathaky
Nole grimaces as he examines his surroundings. He's gonna keep his distance and Diagnose these growths. What's up with them? They look awful and cancerous, but there's no guarantee these aren't perversely keeping these people alive. Actually, are these people alive? Are the citizens of this place temporally frozen, or is this something more metaphysical? To that note, where are these growths coming from? Out of the ground? From the city?

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 9:36 pm
by Kitsune106d
Kit is an Expert in Time and has the aeon diadem. Are there any nearby timelines that she figures that she can shunt the two of them nearby? She also has her Danger Sense as she will attempt to use the Aeon Daidem to determine what happened in the past if she can, but she's mainly focused on the time aspects and what else can be done to move forward in here. she is leaving the doctoring up to Nole, focusing on temporal defense and shennighans. She will attempt to reput up that ward again, but if she feels that doing it is not possible at this time, she won't.

The hundred shifting veils will be put on both, to buff the wazoo out of the dodge and defense of both as well.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 9:57 pm
by Santooth
Nole diagnoses the growths. He can tell pretty fast that it's reasonably bad. The people in this timeline attracted, for reasons you aren't sure of, an extra-planar hivemind parasite from another layer of reality. It isn't entirely awake in the conventional sense, but has been reaching those tendrils out and slowly readying the souls of it's inhabitants for incorporation into itself. You aren't sure the specifics of how that works and won't be without more information, but can tell that trying to mess with it is highly likely to wake it up as it's monitoring everyone it has a connection to here. You're on it's layer of reality right now, which is a spiritual plane where time is much more fluid than normal. The humans seem alive but aren't really here; what you are seeing is more of a spiritual after image.

Kit is able to determine, with help from Nole, that the hive-parasite is able to see both into the future and into the fates of individuals. Everyone with the growth is going to die at some point within the next few months, according to reasonably ordinary fate that the parasite has nothing to do with. The two of you determine this entity is using those deaths as an opportunity to reach out and grab their souls before they pass off to their respective afterlives, after priming them with that dark essence. With each soul fused with its own essence, it grows more powerful and aware. At this point, if it wakes it up it will be as powerful as a deity and it only has its tendrils in the one city.

Kit is further able to determine that there are three metaphysically nearby timelines, and that each is radically different than this one. She isn't able to get more than fleeting glimpses of what they are, though.

One is very wet.

One is very cold.

One is very hot.

Kit determines that she can, reasonably effortlessly thanks to her power set and the diadem, move from one timeline to another (and take Nole with her). It'll take her around three rounds to do this. Nole can do this too, but it is a fair bit harder for him and requires about ten rounds of directed effort. Further, this place is designed such that entities from one timeline/reality that are natively trapped in here have a really hard time moving from one spot to another. It takes something of exceptional power to do so, and is probably only currently possible due to the Mayline's current destabilization. The exception to this rule is intent; if Kit or Nole take something with them intentionally, their BA-member status is letting them extend their own "removed" state to things inside here.

Kit reapplies the ward that was used up. It's weaker this time; something about this place is screwing with her temporal powers somewhat, but it's much better than nothing (which is not what they have; the other, passive wards she's got going are still strong).

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 10:20 pm
by Kitsune106d
Kit will be letting Nole know what she's learned. She will offer up information on the timelines and where to move. She will ask if Nole wants to do anything here, and if so, she will be backing him up with her powers.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 10:36 pm
by Pathaky
Nole's tempted to leave-- these people are, after all, already en-route to dying, and they're trapped in the Mayline to boot. What keeps him here, though, is that this thing cuts off any hope of consolation for these people. They become spiritual food for this parasite. If Nole's going to claim to be a Hero, he has to back it up.

"Kit, we're going to help these people. First, I'm going to disconnect the citizens of this city from the parasite. That's certainly going to wake it up, so look alive."

A refreshing breeze begins to blow through this airless place. Vayinhatoo, the Wind of Unbound Aether, swirls around Nole, zephyrs of aquamarine and cerulean whipping around him with increasing speed. A heat shimmer gathers around Nole for a split second before he *rockets* off, fast as light, fast as the truth, winged victory.

Vayinhatoo's zephyrs trail along and behind him as he circles the city, rising high enough to get a good view of the whole metropolitan area. Once he spots it, he motions, and the zephyrs trailing him stream out from him in an seemingly-endless torrent of aetheric ribbon-knives, snaking down alleys, whipping around corners, sliding through car-windows, corkscrewing down through pavement into the spiritual bones of this place before pulsing in unison, rerouting the entire spiritual layout of this city --including the parasite's hold on the citizens, de-linking them in an overwhelming singular Surgical Exorcism.
- *Vayinhatoo, the Wind of Unbound Aether- (Weapon, Force, Air & Aether & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, 1,344% Dodge, +1,344% Dodge, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder is cured of all debuffs and negative status effects from sources of Level equal to or lower than Wielder at the start of each round, Wielder is cured of all debuffs and negative status effects from sources whose Level is lower than wielder's at the start of each action, All Damage on wielder that comes from sources of lower Level than wielder who are below Level 80 vanishes at the start of each round without specfically being cured or regenerated, Wielder may choose for entities of Level equal to or lower than wielder to fail to summon non-unique entities, Wielder may choose for entities of Level lower than wielder to fail to summon unique entities, Wielder's actions cannot be made to fail by sources below wielder's Level and cannot be countered by sources below wielder's Level, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Aether Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind of Unbound Aether by Elsie Phaeduras'

Exorcismal Surgery- (Technique Ability, Healer) Possessor may use 'Exorcismal Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action that is non-offensive or that targets an individual who is considered a transformation due to an action involving an ability named 'Possess' or Constant Effect named 'Auto-Possess' so long as said action does not involve any other technique, so long as possessor possesses the ability Doctor, and so long as possessor has a Void or Light element Sword or Knife equipped. Said action de-transforms any instance of transformation present on its target coming from an ability named 'Possess' or Constant Effect named 'Auto-Possess' that comes from a source below Level 80 that is not 20 or more Levels greater than said action's caster. Said action also unmarks its target as being Haunted providing said marking comes from a source that is either below Level 80 and 20 Levels below said action's caster.

Parallel Mageblast: Dragon-Line-Rerouting Superpulse- (Spell, Technomancy, Energy & Electrical & Earth & Mystical, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, +200,000 Ranged Attack, Targets' HP and MP is delinked from all individuals if targets are below Level 90 and said links were not established by entities below Level 90, Targets of Level equal to or lower than caster who are below Level 90 obtain a non-stacking debuff that makes its possessor unable to link HP, MP, or stat values with other individuals, that makes its possessor unable to transfer HP or MP to or from another entity, that makes its possessor unable to be healed by HP or MP Drain, and that makes its possessor unable to create Zones, Caster must be Level 40 or greater

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 10:58 pm
by Santooth
Kit stands ready for the inevitable retaliation as the Prime Healer goes to work.

Nole takes flight on wings of Triumph, scanning the infection. He works in parallel with the Research System to identify and catalogue each and every case, feeling the underlying currents of life energy to sniff out even cases that have yet to manifest visibly. All in all, there are 684,221 infected individuals and one bloated parasite-thing of branches and veins. Easy enough.

A Wind blows through the city as the Holy One, flanked by exactly 684,220 phantasmal ribbon-knives, begins rapidly slicing the linkages free and suturing the spiritual wounds, In parallel, He hits the quiescent entity that caused those wounds with a Dragon-Line-Rerouting Superpulse which not only delinks it from all other entities but disables its ability to link to them in the future. Every human's spirit-form disappears far faster than most entities can blink an eye.

There is a spiritual groaning scream-roar as the thing becomes aware of what just happened, and a few million branch-tentacles of sizes varying from the width of a straw to that of a suspension bridge rip up through the ground and slam into Kit and Nole.

Or they would, anyway, if Kit hadn't been prepped for this. The appendages smack into bubble-wards of force backed by deific might, rebounding and dealing them no damage at all.

Both of you are a fair bit faster than it, Nole by enough to get multiple actions a turn (kit would be as well if the temporal section of her powerset wasn't being hampered by the lack of natural time in this space). What are the two of you doing?

Re: Kit and Nole into the Heart of Darkness ?

Posted: Mon May 03, 2021 11:47 pm
by Kitsune106d
"You take it down, I'll handle defense!" she calls out to Nole.

Kit is a *soul-puncher* and she will focus on offensive defense at the moment, sharpened shield spikes of warding force are projected around her and Nole. The goddess of Wards and Light doing a spell into her wards to strike back with spikes of weaponized light when the wards are hit. Turning the enemies attacks into potential weakness of the enemy, damaging them even as she defends herself and her allies, being an expert abjurer.

Re: Kit and Nole into the Heart of Darkness ?

Posted: Tue May 04, 2021 4:54 pm
by Pathaky
"Great work, Kit! Keep it up!"

Nole's Wings of Melek Taus and Light and Victory both flare into incandescent light as the parasite strikes them, sending striating lances of phoenix-fire and radiant light toward the enemy, dealing 11,700,000 Flat Damage (Not gonna be a stickler about actual numbers too often, but I realized that Holy One Traits also triples his listed damage values! It's just pretty neat.)

He dives into the whirling forest of branch-tentacles, spinning a wrench in his left hand that begins to hum with resonant tones of Wonder, harmonizing with the sound of Vayinhatoo rushing around him, zephyrs of aether and good slicing and shredding tentacles as he plunges deeper toward this thing's spiritual core. [Ranged Attack]

He strikes the core with a home-run swing of the wrench, trailing fire that burns first red, then blue, and finally through to holy white-- a Heaven-Flame Slash. (I have a few weirdo Sword-Arts that don't require swords, so this is his Wrench-Art Technique!)

Re: Kit and Nole into the Heart of Darkness ?

Posted: Tue May 04, 2021 5:14 pm
by Santooth
Kit quite effectively covers her abjurations with thorn barriers, making it not just very challenging but very damaging to attempt to damage the two of you.

Nole activates the retaliatory strike properties of his wings, burning apart a considerable portion of the creature's appendages in a way it's not able to resist. He follows that up with a dashing *WHACK* from the wrench, tearing it from from it's nest where the thing has burrowed into the ground and flinging it skyward as well as dealing it high damage. The surrounding spirit-scape quickly begins repairing itself and, impossibly, many of the souls this thing has already completely converted and consumed begin hemmoraging out of the wound, depriving it of power. Nole and Kit sense a vaguely-aware gratitude from them as they move off towards whatever afterlife they could find in this place. The creature looks a bit smaller than before, though it's still city-sized.

Desperate to regain some momentum in this fight and denied two of its best avenues of attack due to being unable to link its stats to things and unable to attack either of them directly without facing all sorts of retaliation, the creature moves like a horrible squid through the air, lines Nole and Kit up, and fires a giant beam of concentrated darkness and shrieking, furious soul-energy.

Nole dodge.

Kit dodges.

Actions?

Re: Kit and Nole into the Heart of Darkness ?

Posted: Tue May 04, 2021 5:20 pm
by Kitsune106d
Kit continues her defensive actions, restricting its ability to attack with the vine thorn bubbles, working to keep this defense up.. A mirror self of her seems to fade into existence, this kit punching at the creature, the punch seeming to bypass the distance to strike it directly, the hand of the clock of a thousand ends and the boulder striking hard at it, trying to apply one of the numerous effects on the hand, trying to see if it can't reduce it options further.

effects:

300% inflicts Paralysis: Temporal Stasis, 250% inflicts Suffocation: No Future, 50% inflicts Petrified: Time Stop, 25% may inflict Vanished, 25% may inflict Instant Death, 350% may inflict Fatigued: Elderly, 350% may inflict Stat Drain: AGI Drain, 350% may inflict Stat Drain: CON Drain, 300% may inflict Stat Drain: SPI Drain, 20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks,

Re: Kit and Nole into the Heart of Darkness ?

Posted: Tue May 04, 2021 11:34 pm
by Pathaky
Nole performs deft aerial maneuvers as he closes the distance with the parasite, aiming to hit it at a cross-angle to Kit.

His wings repeat their retaliatory strike, strafing across the parasite as he closes in.

He sent Kit a pop fly earlier. He's going to wait for Kit to strike it before rushing to match it's trajectory and spiking it down into the ground below with a melee strike.

If that connects, he's going to dive after the parasite, plant the wrench on it like a bolt, and turn, spending his action on beginning the work of Fixing This Apocalypse