250 AP - You resurrect as a BA Member unless you choose not to. This doesn't allow AP spending.
50 AP, Dynastic Knight only - You may take Nobility in addition to another element as your element. If you do this, Noble is added as an additional Associated Class and the PC begins with Basic Nobility Synchronization.
100 AP, Dynastic Knight only - You may pledge Oaths as though you were a Knight of the Orders.
5 AP, Oaths unlocked - Bank one of your Oaths.
1,000,000,000 AP - Become Bullfighting-Adjacent. If a PC Type is designated as Bullfighting-Adjacent, its presence causes all Imaginary elements and subtypes to automatically, initially be set to Manifested in battles it is involved in. Only things 20 or more Levels greater than the Bullfighting-Adjacent PC may set them to unreal or prevent this setting.
250 AP, Bullfighting-Adjacent only - You gain a Horsetacular Genesteed and may unlock Horse Genes for it as though you were a Horse Geneticist.
5 AP, Horsetacular Genesteed unlocked - Bank one of your Horse Genes.
You also start with all the associated subtype options for your Lesser PC Type as AP-unlocked Retainer options.
Abilities-
Eternity Oath: My House Always Contains Minotaurs- (Passive Ability, Blessing) Whenever possessor creates a battlespace, 20 Minotaur from the Enemy List are summoned into it, even if possessor is lower Level THIS ABILITY IS LOCKED TO THIS CHARACTER SLOT, REGARDLESS OF CHARACTER TYPE OR RETIREMENT
Associated Classes: Gunner, Combatant, Scholar, Diplomat, Protector, Jeweler, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Thief, Driver, Captain, General, Warlord, Counselor of Faerie, Roboticist, Mind Lord, and Noble.
Abilities-
Attack
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive
Blessings:
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Eternity Oath: My House Always Contains Minotaurs- (Passive Ability, Blessing) Whenever possessor creates a battlespace, 20 Minotaur from the Enemy List are summoned into it, even if possessor is lower Level
Curses:
Got Bit By the Boomwoofer- (Passive Ability, Curse) Possessor takes 425% additional Sonic element Damage when it isn't Healing, with the extra Damage being unable to become Healing for possessor
Solve this Curse by solving a mystery case file involving music and bands.
Friendship:
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Captain:
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Chef:
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Nutritionist- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 500 points, Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, it automatically does so if said effect was inflicted by a source below Level 40
Clothier:
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Belt Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Belt equipped
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Trendy Designer- (Passive Ability, Clothier) Possessor gains +30 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Combatant:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
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 Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
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
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
Counselor of Faerie:
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Fae- (Passive Ability, Counselor of Faerie) Possessor may, at the beginning of a thread, choose to become the subtype Fae
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
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Form of Gnome- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 MIN and +100 SPI
Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae
Lawn Gnome- (Passive Ability, Counselor of Faerie) Possessor's Plant allies gain +20 to all stats if possessor is a Fae as a bonus that stacks 5 times, Possessor's Plant allies gain +20 to all stats if possessor is a Golem as a bonus that stacks 5 times
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
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Trendy Dresser- (Passive Ability, Diplomat) +200 HP 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
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, with this increase not bypassing Level-based immunities
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
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
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, with this increase not bypassing Level-based immunities
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Driver:
Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
General:
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Human- (Passive Ability, General) Possessor may, at the beginning of a thread, choose to become the subtype Human
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
Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
Halfbreed Human- (Passive Ability, General) Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor if a Humanoid and a Human, gains +100 to all stats
Half-Elf- (Passive Ability, General) Possessor, if a Fae, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Fae, Possessor if a Fae and a Human, gains +100 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
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
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.
Gunslinger:
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
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 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
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
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Mind Lord:
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
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
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor
Roboticist:
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Robot- (Passive Ability, Roboticist) Possessor may, at the beginning of a thread, choose to become the subtype Robot
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 20% Charm Resistance
Cyborg- (Passive Ability, Roboticist) Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Robot, Possessor if a Robot and a Human, gains +100 to all stats
Form of Android- (Stance Ability, Roboticist) If possessor is a Robot, possessor gains +50 STR, AGI, CON, and MIN
Formshift: Robot- (Stance Ability, Roboticist) Possessor's subtype becomes Robot
Offensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 50 points Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 40% Charm Resistance
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
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 Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Thief:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Warlord:
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Humanoid- (Passive Ability, Warlord) Possessor may, at the beginning of a thread, choose to become the subtype Humanoid
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
Form of Dwarf- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Formshift: Humanoid- (Stance Ability, Warlord) Possessor's subtype becomes Humanoid
Humanoid Gnome- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Gnome' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Gnome' Stance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Other: Noble:
Basic Nobility Synchronization- (Passive Ability, Other: Noble) Possessor gains +25 to all stats if possessor is Nobility element
Inventory-
Weapons- Weapons: Unique
*Bostman Gurnley's Blue Reaver Pistol- (Weapon, Gun, Water & Physical, 35,100,000 Gold) +35,100 Ranged Attack, Wielder's 'Ranged Attack' actions gain a 40% chance of removing a Weapon slot of non-unique targets below Level 40, a 10% chance of removing weapon slots of unique targets below Level 40, a 10% chance of removing a weapon slot of a non-unique target over Level 39 but under Level 60, a 1% chance of removing a weapon slot of a unique target over Level 39 but below Level 60, a 40% chance of removing a random ability with a natural MP cost greater than 0 possessed by a non-unique target below Level 40, a 10% chance of removing a random ability with a natural MP cost greater than 0 possessed by a unique target below Level 40, a 10% chance of removing a random ability with a natural MP cost greater than 0 possessed by a non-unique target above Level 39 but below Level 60, and a 1% chance of removing a random ability with a natural MP cost greater than 0 possessed by a unique target above Level 39 but below Level 60, stacks 10 times per effect
*Early Zipper- (Weapon, Gun, Technology & Neon & Progress, X Gold) +3,750 Ranged Attack, +3,750 AGI, +3,750 to wielder's turn-order-determining stat sum for turn-order-determining purposes, Wielder deals 1% more Damage (to a max of 3,750,000 additional Damage) on the first round of battle, This item may be used up to once per year like a Warehouse Ticket to try improving itself (it usually works but sometimes botches)
Weapons: Book
List of Films that are Also Guns- (Weapon, Book: Paper, Technology & Knowledge, 65,000,000 Gold) +65,000 Ranged Attack, Wielder counts as additionally wielding a Gun that provides a Ranged Attack bonus whenever wielder chooses to, Wielder, if wielder uses a consumable whose name or subtype includes 'Film Reel' or 'Video Cassette' or 'Video Tape' or 'Movie Disc', gains a buff that stacks 12 times that lasts until the end of the round that provides +1 Gun weapon counting as being wielded, +65,000 Ranged Attack, and +100% inflicts Confusion: Surprise, Wielder must be Level 30 or greater or have 14 or greater Base MIN
Text of Al Azif- (Weapon, Book, Darkness & Mystic, 85,000,000 Gold) +85,000 Magical Attack, +85,000 MIN, +85,000 SPI, +425,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 850,000 less MP to cast, 5% inflicts Insanity, 20% Darkspawn Resistance
Weapons: Fist Weapon
Holmes Teeth- (Weapon, Fist Weapon: Fang, Psychic, 7,000,000 Gold) +7,000 Melee Attack, Wielder scans the stats of anyone wielder deals Damage to
Talons from Bermutha-Quenne- (Weapon, Fist Weapon, Fire & Dusk, 30,000,000 Gold) +30,000 Melee Attack, 60% Critical, Wielder's actions that incorporate this item's attack bonuses always count as occurring in a Chronogeomantic Zone of Dusk, This weapon counts as a 'Claw' for purposes of effects that check
Weapons: Gun
Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 31,522,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself
Laser of Madly Outrageous Boomsplosions- (Weapon, Gun, Technology & Fury, 70,000,000 Gold) +70,000 Ranged Attack, 1 hit against 50,000, Wielder may, so long as no individual of higher Level or that is Level 100 or greater objects, spend an action to change this item's name to 'Laser blasts are highly stimulating mutations', sets the status of the Imaginary Element 'Destruck' to Manifested, changes this item's element to 'Destruck', and its text to '+70,000 Ranged Attack, 277% inflicts Confusion, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions target as though wielder were afflicted with Confusion and have a 30% chance of failing, but deal double Damage (to a max of 7,000,000 additional Damage) and gain a 15% chance of randomly inflicting either Devastated or Insanity, 2 hits against 700,000, Wielder must be Level 20 or greater', Wielder must be Level 20 or greater
Rainhammer- (Weapon, Gun, Water & Energy & Physical, 80,000,000 Gold) +80,000 Ranged Attack, Wielder may choose to convert the element Water in the element Energy, the element Physical, or the elements Energy & Physical in any of wielder's attacks, actions, or instances of Damage dealt, Wielder may spend an action to attach an effect to a Zone of Water that deals 800,000 Flat Water or Energy element Damage to every opponent in that Zone at the start of each round (with which element being chosen at the time of the effect's creation) as an effect that stacks 5 times per Zone and 5 times across all Zones (with each Zone only being able to choose one of the two elements of Damage per applier but with different elements choosable across different zones or different appliers, but with stacking limitations counting regardless of elemental differences)
Variable Ray- (Weapon, Gun, Technology, 8,000,000 Gold) +8,000 Ranged Attack, +5,000 AGI, +5,000 MIN, 30% inflicts any one minor or moderate negative status effect
Armor- Armor: Unique
*Bostman Gurnley's Fine Pirate Outfit- (Armor, Light Armor, Water & Physical, 34,100,000 Gold) +34,100 Defense, +34,000 to all stats, 30% Water Resistance, Wearer gains Immunity to Drowning but not its sub-status effects, Quantities of Gold Damage dealt by wearer are increased by 8,000,000 points
Armor: Clothing
Cowboy Duds- (Armor, Clothing, Air & Earth, 55,000 Gold) +55 Defense, +50 Ranged Attack per Weapon slot occupied by a Gun
Poncho- (Armor, Clothing, Fire & Earth & Air, 4,900 Gold) +11 Defense, 5% Fire Resistance, 5% Resistance against Air element attacks from individuals under level 5
Armor: Light Armor
Legendary Gunner's Longcoat- (Armor, Light Armor, Technology & Air, 12,710,000 Gold) +12,600 Defense, +12,730 Ranged Attack, 30% Technology Resistance, Gunslinging spells cast by wearer that possess a Ranged Attack bonus gain +12,200 additional Ranged Attack, Buffs on wearer from Leadership spells that boost wearer's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wearer gains +1,200 Defense against AGI Damage
Accessories- Accessories: Unique
*Bostman Gurnley's Gunnery Gloves- (Accessory, Gloves, Water & Physical, 34,600,000 Gold) +39,200 Ranged Attack, +3,400 Defense, 120% inflicts Wounded, Wielder's actions deal 450,000 additional Damage to Humans and Aquatics (with this Damage being increased to 4,500,000 additional Damage against such targets if they are Bosses), Wielder must have a Gun equipped to obtain this item's benefits.
*Bostman Gurnley's Large Hat- (Accessory, Hat, Water & Physical, 34,100,000 Gold) +34,100 Defense, +34,000 Ranged Attack, +34,000 Defense against Water, +34,000 to all stats, 30% Water Resistance, Charm Immunity, 240% inflicts Charm: Impressed, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
*Bostman Gurnley's Strapping Pirate Boots- (Accessory, Boots, Water & Light, 36,000,000 Gold) +35,800 Defense, +35,500 AGI, 90% Dodge while in a Zone of Water, 100% inflicts Charm, 100% inflicts Charm: Impressed, 100% may inflict Fatigued: Stun 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
Accessories: Gadget
Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times
Accessories: Gloves
Reaver's Gloves- (Accessory, Gloves, Darkness & Air, 8,800,000 Gold) +8,000 AGI, 151% To Hit, 30% Darkness Resistance, 15% Air Resistance, Wearer's Darkness-element, Physical-element, or Agony-element items that provide a Ranged Attack bonus provide an additional 700 points
Accessory: Hat
Cowboy Hat- (Accessory, Hat, Earth & Air, 11,000 Gold) +9 Defense, +11 Ranged Attack
Accessories: Ring
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Accessories: Wristwear
Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
Consumables-
None
Items-
Calendar of Photos of Groups of Samurai Detectives Investigating Why It Isn't the Year of the Rabbit- (Item, Antiquity, Time & Fortune & Mystery, 77,778 Gold)
Spells- Spells: Divining
Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times
Discern Weakness- (Spell, Divining, Magic, 40 MP, 12,000 Gold) Caster, as a stat-scanning effect, learns any Weaknesses that target possesses; Caster's level is considered 4 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
Immunity-Pinging Ray- (Spell, Divining, Magic, 600 MP, 90,000 Gold) +91 Magical Attack, If any target of this spell was Immune to any of its component elements, then its caster gains 1% Resistance to Divining spells that are of said elements, stacks 40 times
Masterfully Timed Accusation- (Spell, Divining, Air, 5,000 MP, 8,000,000 Gold) This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and removes one buff from each targets below Level 50 that comes from a source below Level 50, This action may not be countered by individuals below Level 40, This spell may only be cast as part of an action that includes the Technique 'Detective's Accusation'
Reveal Agility- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's AGI as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Ailments- (Spell, Divining, Magic, 20 MP, 10,000 Gold) Caster learns what Minor Negative Status effects currently affecting target as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Constitution- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's CON as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal the Expanse of the Body's Fortitude- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's max HP as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal the Expanse of Magic Talent- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's max MP as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Held Magic Talent- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's current MP as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Mind- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's MIN as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Power- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's Level as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Spirit- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's SPI as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Status of Wounds- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's current HP as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Reveal Strength- (Spell, Divining, Magic, 5 MP, 5,000 Gold) Caster scans target's STR as a stat-scanning effect, Caster's level is considered 10 higher for stat-scanning purposes for this stat scan as an effect that does not bypass Level-based immunities
Scan- (Spell, Divining, Magic, 50 MP, 15,000 Gold) Scans target's stats if target is below Level 40
Spells: Gunslinging
Desperado’s Valor- (Spell, Gunslinging, Magic & Darkness & Light, 40 MP, 80,000 Gold) User gains +60 Ranged Attack for the remainder of the battle, does not stack
Force Bullet- (Spell, Gunslinging, Physical, 20 MP, 65,000 Gold) +60 Ranged Attack, user must have a Gun equipped
Powerful Shot I- (Spell, Gunslinging, Physical, 100 MP, 50,000 Gold) +50 Ranged Attack, user must have a Gun equipped
Ricochet Bullet- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, 1 hit against X, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
Trick Shot: Behind the Back- (Spell, Gunslinging, Air, 15 MP, 17,000 Gold) +0 Ranged Attack, Attacks involving this spell gain -50% To Hit, Caster must have a Gun equipped to cast this spell, Possessor may, if possessor possesses an ability named 'Ranged Attack' use said ability as a counterattack against an opposing attack that target possessor before possessor’s first action in battle, provided that possessor casts this spell as part of said action, with said counters dealing double damage and cancelling any Thief Arts spell cast if used as a counter against an action that involves a Thief Arts spell cast by an opponent no more than 5 levels greater than possessor
Trick Shot: Bouncing Bullet- (Spell, Gunslinging, Physical, 30 MP, 20,000 Gold) +0 Ranged Attack, +50% miss for this attack, 15% this attack hits another target after it hits a target, a max of 17 targets may be hit, user must have a Gun equipped
Trick Shot: Eye- (Spell, Gunslinging, Physical, 80 MP, 40,000 Gold) +0 Ranged Attack, +50% miss for this attack, 50% inflicts Impaired: Blind, user must have a Gun equipped
Trick Shot: Gull Killer- (Spell, Gunslinging, Air, 30 MP, 20,000 Gold) +0 Ranged Attack, +50% miss for this attack, does double damage to Aerials, user must have a Gun equipped
Spells: Leadership
Agility-Accentuating Plan- (Spell, Leadership, Air & Water, 200 MP, 70,000 Gold) +70 AGI, stacks 5 times
Agility-Accentuating Strategy- (Spell, Leadership, Air & Water, 500 MP, 120,000 Gold) +70 AGI, 1 hit against 20, stacks 5 times
Attack Command- (Spell, Leadership, Air & Fire, 100 MP, 50,000 Gold) Gives target +50 Melee Attack, +50 Ranged Attack, +50 Magical Attack, and +500 to the damage values of all abilities with damage values, stacks 5 times, lasts 40 rounds
Attack Orders- (Spell, Leadership, Air & Fire, 500 MP, 110,000 Gold) Gives target +50 Melee Attack, +50 Ranged Attack, +50 Magical Attack, and +500 to the damage values of all abilities with damage values, 1 hit against 20, stacks 5 times, lasts 40 rounds
Cheer On!- (Spell, Leadership, Light, 200 MP, 65,000 Gold) +50 to all stats, cannot affect self, stacks 5 times
Conservation Command- (Spell, Leadership, Air & Fire, 100 MP, 50,000 Gold) Causes all of target's MP costs to be reduced by 500, stacks 5 times, lasts 40 rounds
Conservation Orders- (Spell, Leadership, Air & Fire, 500 MP, 110,000 Gold) Causes all of target's MP costs to be reduced by 500, 1 hit against 20, stacks 5 times, lasts 40 rounds
Constitution-Accentuating Plan- (Spell, Leadership, Air & Water, 200 MP, 70,000 Gold) +70 CON, stacks 5 times
Constitution-Accentuating Strategy- (Spell, Leadership, Air & Water, 500 MP, 120,000 Gold) +70 CON, 1 hit against 20, stacks 5 times
Defense Command- (Spell, Leadership, Air & Fire, 100 MP, 50,000 Gold) Gives target +50 Defense and +5 Defense against Stat Damage, stacks 5 times, lasts 40 rounds
Defense Orders- (Spell, Leadership, Air & Fire, 500 MP, 110,000 Gold) Gives target +50 Defense and +5 Defense against Stat Damage, 1 hit against 20, stacks 5 times, lasts 40 rounds
Emboldening Mantra- (Spell, Leadership, Earth & Fire & Air, 250 MP, 290,000 Gold) +5% Critical, 1 hit against 5, lasts 25 turns, stacks 2 times
Give A Piggy-Back Ride!- (Spell, Leadership, Physical & Light, 1 MP, 18,000 Gold) Target occupies the same spot in the rows as caster does, negative actions which target this spell’s target have a 50% chance of also affecting this spell’s caster, negative actions which target this spell’s caster have a 50% chance of also affecting this spell’s target, target takes all of target’s actions for the round when caster takes caster’s first action, may only affect willing targets, may only be affecting one target at a time
Infliction Command- (Spell, Leadership, Air & Fire, 100 MP, 50,000 Gold) Increases the infliction chance of all of target's minor status effects by 5%, to a max of 50%, stacks 5 times, lasts 40 rounds
Infliction Orders- (Spell, Leadership, Air & Fire, 500 MP, 110,000 Gold) Increases the infliction chance of all of target's minor status effects by 5%, to a max of 50%, 1 hit against 20, stacks 5 times, lasts 40 rounds
Mind-Accentuating Plan- (Spell, Leadership, Air & Water, 200 MP, 70,000 Gold) +70 MIN, stacks 5 times
Mind-Accentuating Strategy- (Spell, Leadership, Air & Water, 500 MP, 120,000 Gold) +70 MIN, 1 hit against 20, stacks 5 times
Persuade Fish- (Spell, Leadership, Water, 35 MP, 14,000 Gold) 15% inflicts Charm on Aquatics
Spirit-Accentuating Plan- (Spell, Leadership, Air & Water, 200 MP, 70,000 Gold) +70 SPI, stacks 5 times
Spirit-Accentuating Strategy- (Spell, Leadership, Air & Water, 500 MP, 120,000 Gold) +70 SPI, 1 hit against 20, stacks 5 times
Strength-Accentuating Plan- (Spell, Leadership, Air & Water, 200 MP, 70,000 Gold) +70 STR, stacks 5 times
Strength-Accentuating Strategy- (Spell, Leadership, Air & Water, 500 MP, 120,000 Gold) +70 STR, 1 hit against 20, stacks 5 times
Spells: Thief Arts
Ambush- (Spell, Thief Art, Physical, 30 MP, 29,000 Gold) This spell may be auto-cast at the beginning of battle, if this spell is auto-cast at the beginning of battle, it's caster gains +30 AGI for the first round of combat
Backstab- (Spell, Thief Art, Physical, 20 MP, 18,000 Gold) +70 Melee Attack, only works for actions that occur before the target's first turn in combat
Bury Alive- (Spell, Thief Arts, Earth, 250 MP, 115,000 Gold) 20% inflicts Entombed, Costs 200 less MP if a Weaponx2 Tool is equipped
Explosive Poker Chip- (Spell, Thief Art, Technology, 15 MP, 1,500 Gold) +19 Magical Attack Power, 5% hurts user also
Pick Pocket- (Spell, Thief Arts, Physical, 30 MP, 5,000 Gold) +5 Melee Attack, 20% an amount of Gold equal to 1/2 damage that this attack would deal is stolen from target, subtracting said Gold from either the amount they possess, if player, or the amount they drop at end of battle if an enemy, this attack does no actual damage, this attack does not work on targets more than 5 levels higher than user or targets with higher Agility than user
Pilfer- (Spell, Thief Arts, Physical, 30 MP, 45,000 Gold) +30 Melee Attack, 20% an amount of Gold equal to 1/4 damage that this attack would deal is stolen from target, subtracting said Gold from either the amount they possess, if player, or the amount they drop at end of battle if an enemy, this attack does not work on targets more than 3 levels higher than user or targets with higher Agility than user
Steal HP- (Spell, Thief Arts, Darkness, 60 MP, 25,000 Gold) +5 Magical Attack, Heals user for 1/5 damage dealt
Smoke Bomb- (Spell, Thief Art, Physical, 50 MP, 60,000 Gold) For purposes of using Thief Art spells, all turns taken by foes are wiped from the record in relation to this spell’s user
Swiftly Pick Pocket- (Spell, Thief Arts, Air, 120 MP, 65,000 Gold) +20 Melee Attack, 50% an amount of Gold equal to 1/2 damage that this attack would deal is stolen from target, subtracting said Gold from either the amount they possess, if player, or the amount they drop at end of battle if an enemy, this attack does no actual damage, this attack does not work on targets more than 5 levels higher than user or targets with higher Agility than user, this Spell may only be used before target’s first turn of combat
Throw Caltrops- (Spell, Thief Arts, Physical, 15 MP, 7,000 Gold) Does 300 Physical element Damage to any enemies that attack next turn, 5% inflicts Wounded: Bleeding on those damaged by it
Pets-
Basic Bot- (Pet, Robot, Technology, Lv.1, 16,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Pain Immunity, Confusion Immunity (except Confusion: System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Diseased: Computer Virus)
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Basic Gun- # Damage, Technology, 0 MP
Basic Bash- # Damage, This action's Prime Attribute is Strength, Physical, 0 MP
Basic Shield- Caster gains +# Defense, lasts 15 rounds, does not stack, Technology, # MP
Tree Organizer Mach II- (Pet, Robot, Technology, Lv.7, 1,320,000 Gold)
HP- 18,000
MP- 18,000
STR- 450
AGI- 400
CON- 400
MIN- 400
SPI- 400
XP- 0
XP Needed- 15,000 (Standard Multiplier x1)
Minimum Level- 7
Defense- 650
Defense against Stat Damage- 1
Critical Chance- 7%
Resilience- 8%
To Hit- 109%
Dodge- 5%
Resistances and Immunities- 50% Earth Resistance, 20% Plant Resistance, Robot Traits
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Lifter-Grabber- 2,000 Damage, 15% inflicts Fatigued: Stun, Physical or Technology & Air, 0 MP
Organize Trees- Caster may change the row that all target Plants are in, 1 hit against 50,000, Earth & Technology, 300 MP
Uprooting Thrust- 1,000 Damage, Changes target's row to the front row, Target may not Regenerate if target is a Plant that is below Level 20, Earth & Physical or Technology & Physical, 400 MP
Get Back in Line, Shrub!- 2,500 Damage, Target Plant's row is changed to be the row it was in before the row-shift that triggered this counter, May only be used as a counter against actions in which a Plant voluntarily changed rows due to some reason other than forced row re-ordering, Earth, 500 MP
Transformations-
The Detective’s Motorcycle with Accompanying Sidecar- (Transformation, Vehicle, Psychic, 1,200,000 Gold)
Level 6
HP- 16,000
MP- 16,000
STR- 290
AGI- 330
CON- 310
MIN- 335
SPI- 320
XP- 0
XP Needed- 18,750 (Standard Multiplier x1.5)
Minimum Level- 6
Defense- 500
Defense against Stat Damage- 4
Critical Chance- 8%
Resilience- 5%
To Hit- 108%
Dodge- 9%
Resistances and Immunities- 50% Magic Resistance, 70% Psychic Resistance, Immune to Pain, Confusion (except System Overload), Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Mind
Constant Effects-
Motorcycle- Possessor gains the subtype Machine, Constant Effect
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Wisely-Designed Sidecar- Up to one passenger in this vehicle may, immediately after this vehicle’s action, take an action to perform a Melee, Ranged, or Magical Attack, Vehicle Trait
Sidecar Map Compartment- If a passenger in this vehicle has an accessory with the word 'Map' in its name equipped, then said passenger may, instead of making an attack as per the ability 'Wisely-Designed Sidecar' choose to inflict a buff on possessor that gives possessor +100 MIN and stacks 5 times, Constant Effect
Abilities-
Drive-By Caning- 700 Damage, 5% inflicts Confusion, Physical, 0 MP
Deduce!- Scans target’s stats, Psychic, 0 MP
Sharply Deduced Point- 1,600 Damage, Psychic, 0 MP
Reason Out Mysteries- Caster is cured of Awestruck and Mindblasted, Psychic, 0 MP
Deduce (With Handy Giant Magnifying Glass)!- Scans target’s stats as though caster were 10 levels higher, to a max of level 99, Psychic, 1,000 MP
Scream Mind-Meltingly Hard Puzzles- 1,500 Damage, 100 MIN Damage, 15% inflicts Mindblasted, if wielder has a weapon or accessory with the word 'Megaphone' in its damage, this attack gains +3,000 to its Damage value and deals an additional 150 MIN Damage, Psychic, 1,600 MP
Mental Preparatory Exercises- +75 MIN, stacks 20 times on caster, stacks 5 times on other targets, Psychic, 500 MP
Permanent Consumables-
None
Artifacts-
None
Awards-
Has Used 5 Attunement Book: Commander
Has Used 5 Attunement Book: Diviner
Has Used 5 Attunement Book: Gunslinger
Has Used 5 Attunement Book: Mind Lord
Has Used 5 Attunement Book: Thief
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Clothier
Has Consumed 5 Improved Essence Sphere: Clothier
Has Consumed 5 Greater Essence Sphere: Clothier
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Counselor of Faerie
Has Consumed 5 Improved Essence Sphere: Counselor of Faerie
Has Consumed 5 Greater Essence Sphere: Counselor of Faerie
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: General
Has Consumed 5 Improved Essence Sphere: General
Has Consumed 5 Greater Essence Sphere: General
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Greater Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Greater Essence Sphere: Gunslinger
Has Consumed 5 Essence Sphere: Jeweler
Has Consumed 5 Improved Essence Sphere: Jeweler
Has Consumed 5 Greater Essence Sphere: Jeweler
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Roboticist
Has Consumed 5 Improved Essence Sphere: Roboticist
Has Consumed 5 Greater Essence Sphere: Roboticist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Warlord
Has Consumed 5 Improved Essence Sphere: Warlord
Has Consumed 5 Greater Essence Sphere: Warlord