A SAINTly Endeavor
Posted: Sun Jun 25, 2023 8:54 pm
Lady Rosaline Fabrice, Elyion, and Dulcinea du Montreal have been planning a big project on Indrasena!
Statblocks forthcoming!
Statblocks forthcoming!
Discovering Unusual Beings and Killing Them!
https://battle-arena.online/forum/
Equipment List wrote: Weapons (2)
1. *Dryse Claw (Configuration Two)- (Weapon, Fist Weapon, Formus & Progress, 300,000,000 Gold) +300,000 Melee Attack, +300,000 to all stats, Wielder gains +25,000 to all stats as an uncapped bonus for each Theoretical Element, Imaginary Element, or Tier-0 Element that wielder possesses (to a max of 2,000 such elements), 200% To Hit, 100% Critical, 150% may inflict Poison: Irradiated, Wielder gains Electricity Immunity against sources of equal or lower Level that are below Level 99 if wielder possesses no other elemental Immunities and is a devout worshipper of both 'Benhannis Techylmann' and 'Cetmyl Dryse', Wielder must be Level 40 or greater and must possess the ability 'Elemental Researcher' or 'Infinity Designer'
2. *Grand Unifying Theory- (Weapon, Other: Weapon of Legend, Technology & Psychic, Lv. 19, X Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 Ranged Attack, +36,000 Defense, 138% To Hit, +38% To Hit, Wielder's Prime Attribute for 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become any one stat, Wielder's actions may become solely any combination of base elements, Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round, This item possesses the subtype Force, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: 1,400,000 (Standard Multiplier x1 (x10 artifact in terms of power), raised to x20 to bypass Level 20 barrier)
3. Severely Haunted Pipe Organ- (Weaponx0, Instrument, Darkness, 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 Necromancer, then wielder performs, at the beginning of every round, a 'Melee Attack' action, a 'Ranged Attack' action, and then a 'Magical Attack' action that offensively target solely 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 Priest, This item cannot be equipped with any other Weaponx0
w/ Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
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
Weapons Carried Unequipped (2, Armed to the Gills)
1. Ruin Claw- (Weapon, Fist Weapon, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
2. Hydrogen-Dicer- (Weapon, Sword, Water & Technology & Atomic & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 AGI, +180,000 MIN, 130% Critical, 230% To Hit, 100% inflicts Poison: Irradiated, Wielder may create or destroy a Zone of Atomic or a Zone of Technology & Water at the start of each round, Wielder may, as a non-stacking effect, deal 900,000 Flat Atomic or Atomic & Fire element Damage to up to 1,000,000 targets at the start of each round, having a 100% chance of inflicting Poison: Irradiated on each such target dealt at least 1 Damage after Defense is factored in, Wielder must be Level 40 or greater
Armor (1)
1. Fadefractal Silk Lab Coat- (Armor, Light Armor, Illusion & Technology & Aether, 120,000,000 Gold) +120,000 Defense, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 95% Dodge, Stat Drain Immunity, Poison Immunity, Dissolving Immunity, Antimatter Immunity, Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect, Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1, as a non-stacking effect, Wearer must be Level 40 or greater
Accessories (5)
1. *HAXLANT, Gauntlet that Hacks People's Forces- (Accessory, Gauntlets, Technology & Hax, X Gold) Wielder gains the benefits of all equipped Forces
2. *Hips of Midnight Steel- (Accessory, Upgrade, Metal & Dusk & Progress, X Gold) +15,850 Defense, 200% inflicts Charm, 150% inflicts Voidstruck, 50% Resilience, Charm Immunity, Fatigued Immunity, Voidstruck Immunity, Debuffs on wielder last 1 fewer round, Wielder gains Illusion Immunity to sources below Level 80 if wielder hasn't cast any Illusion spells, Wielder's Charm infliction chances increase by 15% as a non-stacking effect, This item may be used up to once per year like a Warehouse Ticket to try improving itself (it usually works but sometimes botches)
3. Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
4. 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
5. 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
Properties (2)
1. *Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
2. Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
Consumables (5)
1. Briefcase Nuke- (Consumable, Lethal Item, Technology & Fire & Atomic, 1 Charge, 60,000,000 Gold) All individuals in user's battlespace (always including user as the first individual, but to a max of 60,000,000 individuals) are dealt 600,000 Flat Technology & Fire & Atomic element Damage and have a 100% chance of being afflicted with Poison: Irradiated
2. Nuclear Missile- (Consumable, Lethal Item, Technology & Atomic, 1 Charge, 60,000,000 Gold) User deals 600,000 Flat Atomic or Atomic & Technology element Damage to up to 600,000 targets and has a 120% chance of inflicting Poison: Irradiated on said targets
3. Nuclear Missile- (Consumable, Lethal Item, Technology & Atomic, 1 Charge, 60,000,000 Gold) User deals 600,000 Flat Atomic or Atomic & Technology element Damage to up to 600,000 targets and has a 120% chance of inflicting Poison: Irradiated on said targets
4. Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
5. Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
Pets (1)
1. *Professor C. Rubiaceae- (Pet, Plant, Earth & Water & Acid & Energy & Toxin & Wood & Life, Level 39, 40,000,000 Gold)
HP- 2,000,000+500,000
MP- 1,400,000
STR- 22,000+10,000
AGI- 15,600+10,000
CON- 31,500+10,000
MIN- 30,200+5,000
SPI- 28,500+5,000
XP- 0
XP Needed- 32,800,000 (Standard Multiplier x2, increased to x40 to bypass level 39)
Defense- 14,400
Defense against Stat Damage- 2,100+5,000
Critical Chance- 45%
Resilience- 44%
To Hit- 150%
Dodge- 36%
Resistances and Immunities- 20% Time Resistance, 30% Earth Resistance, 30% Water Resistance, 30% Acid Resistance, 30% Fire Weakness, 30% Ice Weakness, 50% Insect Weakness, 30% Drowning Resistance, 30% Entombed Resistance, 50% Burning Weakness, 80% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance, Deafened Immunity, Blind Immunity, Fatigued Immunity
Prime Attribute- Mind
Constant Effects-
Caffinating Aura- Possessor's allies gain +5,000 to their turn-order stat sum for turn-order-detemining purposes, possessor and possessor's allies are cured of a single instance of Fatigued at the start of every round, possessor and possessor's allies may have an instance of Augmented: Haste, Augmented: Haste: Excessively Energetic or Stat Boost: SPD Boost applied to them at the start of every round, Constant Effect
Evergreen and Energetic- Possessor gains Fatigued: Elderly Immunity, gains +10,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Regenerates 100,000 HP and MP at the start of each round, and may choose to have any of possessor's actions gain or solely become the element Energy, Constant Effect
Dark Roast- If possessor is hit by an instance of Fire-element damage or afflicted with an instance of Burning, possessor, for the remainder of the round and the following round, has abilities and consumables used by possessor including the name 'Coffee' gain +10,000 to their damage values if they possess such, +500 to the value of stat buffs provided if they possess such, and +25% to the chance of inflicting status effects if they inflict such, Constant Effect
Master Barista- Possessor's abilities and consumables used including the name 'Coffee' provide an additional +500 to the value of stat buffs provided if they possess such, +25% to the chance of inflicting status effects if they inflict such, and must be removed twice by sources below Level 40 before they are actually removed, Constant Effect
Polite, Learned and Cultured- Possessor gains +5,000 MIN and +5,000 SPI, Possessor's actions may not be countered by individuals more than 10 Levels below possessor's Level, possessor does not randomly target allies with actions if suffering from the negative effects of Confusion or having their actions controlled by sources of equal or lower level than possessor, Constant Effect
Learned a Number of Esoteric Botanical Principles From Serro Gramman- Possessor gains 30% Plant Resistance, Possessor's abilities that increase stats may do so by an additional +3,000 (to a maximum of +15,000 through this effect) when targeting Plants, Possessor's abilities that decrease stats may do so by an additional -3,000 (to a maximum of -15,000 through this effect) when targeting Plants, Possessor's abilities that deal Damage may deal an additional +30,000 Damage when targeting Plants, Possessor's abilities that inflict status effects have their infliction chances increased by (+50% for Minor Status Effects, +30% for Moderate Status Effects) when targeting Plants, Constant Effect
Consumed a Thousand-Year Peach- Possessor gains +500,000 HP, +10,000 STR, +10,000 CON, +10,000 AGI, +5,000 Defense against Stat Damage, 20% Time Resistance, and Fatigued: Elderly Immunity, Constant Effect
Exposed To A Massive Mana-Surge From The Verdant Moon- Possessor may choose, at the start of each thread, to gain or solely become any combination of (at least one of) the elements Earth, Wood, Life and Moon, possessor may choose to have possessor's abilities gain or solely become any combination of (at least one of) the elements Earth, Wood, Life and Moon, Constant Effect
Manifest Natural Weaponry- Possessor gains +50,000 to the damage values of possessor's abilities for the purpose of offensive actions, possessor may choose to count as wielding an additional Axe, Bladecane, Deadly Item, Fan, Fist Weapon, Force, Hammer, Knife, Mace, Polearm, Staff, Stone, Sword, Throwing Weapon, Wand, Whip, Fish, Lasso, Needle, Sling and/or Wire, being able to change what weapons possessor counts as wielding at the start of possessor's action, Constant Effect
Seed Rain-Granted Power Synergy: Weaponised Caffiene- Possessor gains the element Toxin, possessor may choose for possessor's offensive actions to gain or solely become the element Toxin and gain 'Inflicts Poison', Constant Effect
Abilities-
Coffee Shot- 25,000 Damage, May Heal and gain +200,000 to damage value, 100% Inflicts Stat Boost: SPD Boost, Augmented: Haste, Augmented: Haste: Excessively Energetic or Impaired: Jittery, may cure Fatigued and Pain: Nausea, this ability may count as involving a Gun or Bow Weapon, Earth & Water &Wood & Life, 0 MP
Overcaffinate- 100% Inflicts Impaired: Jittery, 100% Inflicts Pain: Nauseous, 100% Inflicts Confusion: Fear, 100% Inflicts Confusion: Dizzy, 50% inflicts Overload, Energy & Acid, 30,000 MP
Scalding Milk-Foam Blast- 30,000 Damage, 50% Inflicts Burning, 50% Inflicts Burning: Scalded, 100% may inflict Impaired: No Sense of Taste, Fire & Water, 30,000 MP
Lecture- May give target +15,000 MIN, may deal 2,500 MIN damage, may have a 100% chance of inflicting Fatigued: Tired, stacks 5 times, Air & Psychic & Moon, 120,000 MP
Coffee, Anyone?- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', 1 hit against 3, Earth & Water, 120,000 MP
Politely Serve Coffee As A Subtle Indication You Should Think About Leaving- Target willing individual or non-unique individual below possessor's Level is removed from battle at the beginning of their first action of the next round for 3 rounds, with target returning to the battlespace it left or, if said battlespace no longer exists, the battlespace occupied by caster upon time of return, Earth & Water & Psychic & Moon, 240,000 MP
Espresso Delivery- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', may be used as a pre-emptive counter, to a maximum of once per round, as a response to caster or ally being targeted with an offensive action, Earth & Water, 300,000 MP
Call For A Coffee Break- All individuals in battle below possessor's Level may not perform any actions that do not involve the use of a Drink Consumable or an ability or item with a name that includes 'Coffee', lasts 1 round, Time & Earth & Water, 600,000 MP
Awards-
'(Forcibly) Consumed A Seed Rain Fruit Granting the Power of Natural Weaponry and Expanding His Growth Potential'
Status Effects from *Professor C. Rubiaceae wrote: Impaired: Jittery (Possessor gets -25% To Hit, There is a 25% chance that each of possessor's actions hit wrong targets, with replacement targets being randomly chosen for each target originally selected out of the non-originally selected applicable targets present, and with multiple instances of the same replacement target being chosen being ignored)
Burning: Scalded (Possessor takes an amount of Water element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water)
Spells (5)
1. Blastwave- (Spell, Other: War Magic, Fire & Physical, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000
2. Install Planetary Defense Systems- (Spell, Hypertech, Technology & Warding, 2,500,000 MP or 250,000,000 Gold, 250,000,000 Gold) Caster summons 1 Global Defense Grid, Max 1 Summoned
3. Panopticon- (Spell, Divining, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
4. Parallel Mageblast: Conjured Mana-Syphon Arcanomachina-Tendrils- (Spell, Technomancy Wizard Magic, Metal & Technology, 160,000 MP, 16,000,000 Gold) +16,000 Magical Attack, +16,000 Ranged Attack, This action deals HP Drain and MP Drain, 15% inflicts Antimatter: Syphon
5. 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
Darkness Spells (5)
1. All Is Emptiness- (Spell, Ethereal Magic, Magic & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Target's stats may not be affected by sources below Level 80 that are not 20 or more Levels greater than caster or effects coming from such sources other than said effect's possessor's equipped items that are equipped at the time of said effect's application and its possessor's Constant Effects and Passive Abilities (not counting buffs generated by said effects or abilities), does not stack
2. Atrocity Procedure- (Spell, Healer Magic, Darkness & Progress, 30,000 MP, 10,000,000 Gold) +10,000 Magical Attack, May Heal, 100% inflicts any one minor negative status effect, May apply a debuff that provides -500 to any one stat that stacks 5 times
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
3. 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
4. Ghastly Blastwave- (Spell, Other: War Magic, War & Darkness, 350,000 MP, 35,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000, Caster may choose to unsummon any targets of an action or attack that involves the casting of this spell that are both below Level 60 and equal Level to or lower Level than caster, Caster may replace the corpse of any individual killed by an attack involving the casting of this spell with a summoned War element Undead that is normally fightable for drops on the Enemy List that is below Level 60 and equal Level to or lower Level than said killed individual
5. Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Elementalist Spells (10)
1. Mystical Invention: Engine of Wishes- (Spell, Technomancy Elementalism, Magic & Technology, 500,000 MP, 50,000,000 Gold) Caster replicates the effect of any ability performable by an Entity on the Enemy List that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said action, May be cast a max of 24 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 5,000,000 Gold to cast, Has RP effects
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
2. Parallel Mageblast: Blueprint Reversion- (Spell, Technomancy, Life & Time & Technology, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Scans target's stats, Unsummons targets below Level 60, Caster must be Level 20 or greater
3. Parallel Mageblast: Dimension-Ripping Light- (Spell, Technomancy, Light & Spatial, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, Target is, if below Level 60 or willing, moved to target battlespace, provided no individual of Level 80 or greater in the battlespace target would be entering or the battlespace target would be leaving objects, 5% inflicts Vanished, Caster must be Level 20 or greater
4. 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
5. Parallel Mageblast: Fungal Nuke- (Spell, Technomancy, Earth & Atomic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, 100% inflicts Poison: Irradiated, 100% inflicts Diseased: Infested, 100% inflicts Entombed: Overgrowth, 100% inflicts Entombed: Rooted, 1 hit against 6,000,000, Caster must be Level 40 or greater
6. Parallel Mageblast: Mana-Pattern Detonation- (Spell, Technomancy, Energy, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 200% inflicts Fatigued: Stun, 5% inflicts Cursed: Depatterned, Target loses all buffs and debuffs from sources below Level 60 and, if target is below Level 60, as a debuff that stacks 5 times, target loses a random Constant Effect or Passive Ability, Caster must be Level 20 or greater
7. Parallel Mageblast: Mystic Disruption- (Spell, Technomancy, Magic & Technology & Chaos, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, 1 hit against 50, Caster must be Level 20 or greater
8. Parallel Mageblast: Mystic Seed Crystal- (Spell, Technomancy, Crystal, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, 200% inflicts an instance of Entombed: Shard Prison that replicates itself to each individual that targets its possessor with a non-offensive action, 5% inflicts Petrified, This action is repeated against the same targets at the start of each round if caster did not repeat another action already on said round, Caster must be Level 40 or greater
9. Parallel Mageblast: Re-Engineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater
10. Parallel Mageblast: Void Collapse- (Spell, Technomancy, Void, 800,000 MP, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Ranged Attack, Target cannot voluntarily move to other battlespaces as a non-stacking debuff that lasts 3 rounds, 1 hit against 80,000,000, Caster must be Level 40 or greater
Geomancy Spells (10)
1. Arcane Infrastructure: Mystical Geoprocessing- (Spell, Technomancy Geomancy, Magic & Technology, 0 MP, 30,000,000 Gold) Caster regenerates (The number of Zones present, to a max of (Caster's number of Technomancer abilities + Caster's number of Geomancer abilities, to a max of 5,000)) * 5,000) MP, Caster must be Level 20 or greater
2. Principle Activation: Impossible Principles- (Spell, Technomancy Geomancy, Magic & Technology & Wonder, 1,900,000 MP, 190,000,000 Gold) Caster either obtains a non-stacking buff that constantly applies an effect that makes Technology a Tier 1 Nonbase Element or applies a non-stacking effect to a Terrain, Phantom Terrain, or Zone that makes Technology a Tier 1 Nonbase Element, Caster must be Level 40 or greater
3. Principle Activation: Principle of Arcane Advancement- (Spell, Technomancy Geomancy, Technology & Magic, 50,000 MP, 5,000,000 Gold) Target obtains a non-stacking buff that allows its possessor to replace the element Technology with the element Magic in its possessor's attacks, actions, and spells cast, with said element being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Magic, and for its possessor to replace the element Magic with the element Technology in its possessor's attacks, actions, and spells cast, with said element being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Technology
4. Reality Strider's Procession- (Spell, Other: Spatial Magic Geomancy, Spatial, 140,000 MP, 70,000,000 Gold) Targets acquire a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), 1 hit against 50,000, Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
5. Recurrent Metageometerization- (Spell, Gate Magic Geomancy, Spatial & Knowledge, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (create battlespaces or leave a battlespace that caster is in) without caster's permission, Caster must be Level 40 or greater
6. Weaving the Unending Cycle- (Spell, Druid Magic Geomancy, Earth & Light & Darkness & Life, 240,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not prevent the resurrection of individuals without caster's permission, At the start of each round, caster may select one dead individual who was killed by a source below Level 80 that was not 19 or more Levels greater than caster and resurrect that individual (optionally transforming that individual into an entity from the Enemy List that is below Level 80, that is an Animal, Aquatic, Aerial, Cthonian, Astral Being, Human, Humanoid, Insect, Plant, Spirit, Fae, Shapeshifter, or Monster, that is 20 or more Levels below caster that is normally fightable for drops) with said effect counting as a Polymorph effect, not stacking with other Polymorph effects, and overriding Polymorph effects from lower-Level sources, does not stack, Caster must be Level 40 or greater
7. Sanguine Emperor's Dominion- (Spell, Necromancy Geomancy, Blood, 1,500,000 MP, 115,000,000 Gold) +115,000 Melee Attack, +115,000 Magical Attack, Deals HP Drain, 60% inflicts Charm, 5% inflicts Dominion, this action may deal 1/2 Damage and gain '1 hit against 500,000,000', Caster must be Level 40 or greater
8. Seal World- (Spell, Other: Spatial Magic Geomancy, Warding, 500,000 MP, 250,000,000 Gold) Caster creates a Zone of Warding and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 80 unable to enter or leave the battlespace it is in, Caster must be Level 40 or greater
9. Geomantic Lockdown- (Spell, Geomancy, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
10. Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater
Umbramancy Spells (10)
1. Blank- (Spell, Ethereal Magic Umbramancy, 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
2. Bottled Stardust- (Spell, Alchemy Umbramancy, Astral & Magic, 170,000 MP, 170,000,000 Gold) Target obtains +35,000 to all stats as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
3. Dissolve Realm- (Spell, Ethereal Magic Umbramancy, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
4. Greater Mageblade Strike- (Spell, Other: War Magic Umbramancy, Magic & Physical, 200,000 MP, 20,000,000 Gold) +20,000 Melee Attack, '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
5. Hands of the Silent Titan- (Spell, Ethereal Magic Umbramancy, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
6. One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic Umbramancy, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
7. Star Arcana- (Spell, Arcanist Magic Umbramancy, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff
8. Unhinge from the Years- (Spell, Ethereal Magic Umbramancy, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
9. Warlord's Power- (Spell, Other: War Magic Umbramancy, War & Glory, 300,000 MP, 30,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's per-item Ranged Attack bonus cap 2x the relevant stat, its possessor's per-item Melee Attack bonus cap 2x the relevant stat, and its possessor's per-item Magical Attack bonus cap 2x the relevant stat
10. War Magic Nuke- (Spell, Other: War Magic Umbramancy, Atomic, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Poison: Irradiated, actions involving this spell may (gain the element Magic and a 100% chance of inflicting Manablasted) and/or (gain the element Technology and a 100% chance of inflicting Antimatter), 1 hit against 600,000, deals 3/4 Damage
Carried Along in the Bag of Holding
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
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
'All the Fishes You Will Meet'- (Weapon, Book, Whimsy & Water, 44,444,444 Gold) +44,444 Magical Attack, +44,444 CON, Wielder's Aquatic summons gain the element Whimsy, Wielder may spend an action to summon up to 5 Aquatics from the Enemy List that are below Level 60 and normally fightable for drops, Max 30 summoned, Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute and may gain '1 hit against 40,000', Wielder may spend an action to unsummon an equal-or-lower-Level non-unique Horror and, if said unsummoning is unsuccessful, summon an Aquatic of Level equal to or lower than said Horror (with a separate max of 1 summoned), Wielder may choose to count as being in a Zone of Whimsy & Water if at least one Whimsy-element Aquatic is present in the same battlespace, Actions incorporating an Attack Bonus granted by this item may optionally gain the element Fate
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
Baalrath's Flamewhip- (Weapon, Whip, Fire & Darkness, 110,000,000 Gold) +110,000 Melee Attack, 60% inflicts Burning, Pain, Confusion: Fear, Fatigued: Stun, Paralysis, Voidstruck, and Wounded, Wielder's 'Melee Attack' actions and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute, Wielder's offensive actions gain 2 hits against 1 against opponents below Level 60, Wielder must be Level 40 or greater
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
Glove that Creates New Virtual Dimensions- (Accessory, Gloves, Technology & Time & Spatial, 200,000,000 Gold) +200,000 Magical Attack, +200,000 MIN, Wielder may, so long as no entity of Level 80 or greater objects, spend an action to create a battlespace that has a Terrain of Grid Domain and has a Zone of Technology in it, Wielder must be Level 40 or greater
Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
Hyperenchanted Sorceror Coral Wand- (Weapon, Wand, Magic & Water, 14,000,000 Gold) +14,000 Magical Attack, +14,000 SPI, 30% Water Resistance, 20% Magic Resistance, Wielder Regenerates 100,000 HP and 100,000 MP per round
King Technologies Fishing Rod Model III- (Weapon, Staff, Water & Magic, 50,000,000 Gold) +50,000 Ranged Attack, +5,000 Melee Attack, +5,000 Magical Attack, 180% To Hit, 80% Critical, +40,500 STR, +500,000 MP as a non-stacking bonus, 160% Critical against Aquatics, Wielder's actions that involve the casting of Water element spells gain 160% Critical, Wielder must be Level 20 or greater and (must be Nobility element, must possess the ability 'Fisherman', or must possess the ability '*Lord Fisherman of the Citadel')
Painter's Kin Umbrella- (Weapon, Bladecane, Color, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Ranged Attack, +30,000 Magical Attack, +30,000 Defense, 30% Water Resistance, 60% may inflict Drowning: Drowning in Obscurity, Drowning: Drowning In Obscurity Immunity, Awestruck: Way Too Famous Immunity, Wielder counts as wearing a Disguise (or an additional Disguise if wielder is already wearing a Disguise), Wielder may become solely any one base element at the start of each round, Wielder's summons may become solely any base element at the start of each round, Wielder's stats may not be scanned by sources below Level 60, Wielder must be Level 20 or greater
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
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
Valkyrie Armor- (Armor, Light Armor, Air & Light & War, 70,000,000 Gold) +70,000 Defense, +70,000 STR, +70,000 AGI, +70,000 CON, +70,000 SPI, 110% Dodge, 110% Resilience, Wielder must by Level 40 or greater
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
Valkyrie's Lance- (Weapon, Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater
Hambelstern Prototype Engine- (Item, Antiquity, Technology, 30,000,000 Gold)
Skyship Core Engine- (Item, Antiquity, Air & Technology, 1,000,000 Gold)
Great Forest's Worth of Highly Enchanted Wood- (Item, Material, Wood, 30,000,000 Gold)
Great Reef's Worth of Highly Enchanted Coral- (Item, Material, Water & Magic, 30,000,000 Gold)
60 Aquarium Containing Sorceror Coral- (Item, Antiquity, Water & Magic, 600,000 Gold)
24 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
6 Mirror-Realm Diamond- (Item, Material, Ice & Spatial, 36,000,000 Gold)
6 Hyperenchanted Sorceror Coral Wand- (Weapon, Wand, Magic & Water, 14,000,000 Gold) +14,000 Magical Attack, +14,000 SPI, 30% Water Resistance, 20% Magic Resistance, Wielder Regenerates 100,000 HP and 100,000 MP per round
Portable Mini-Forge- (Item, Crafting Equipment, Fire, 60,000 Gold) Is not consumed in combos unless specifically noted
Basic Shipwright's Tools- (Item, Antiquity, Earth & Water, 21,000 Gold)
The Colonel Wilson Jonas Collection: wrote: The Colonel Wilson Jonas Collection:
Livestream of a Naked Chick Who Is Not Getting Nearly as Many Views as the Man Who is Livestreaming Men Who are Livestreaming Men Who are Livestreaming Men Who are Livestreaming How they are Losing to Colonel Wilson Jonas in Basketball- (Item, Antiquity, Fire, 30 Gold)
Phonograph Containing a Recording of Colonel Wilson Jonas Talking About Photographs of Colonel Wilson Jonas Looking at Photographs of Phonographs with Colonel Wilson Jonas- (Item, Antiquity, Ice & Sonic, 200,000 Gold)
Phonograph Recording of Audio from an Anniversary Party Involving Colonel Wilson Jonas- (Item, Antiquity, Technology & Steam, 5,000,000 Gold)
Photograph of a Person Stopping a Different Person from Looking at a Photograph of Colonel Wilson Jonas- (Item, Antiquity, Water, 300,000 Gold)
Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Taking Roy Belwoo to a Bar- (Item, Antiquity, Water, 700 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Keeps Calling Samurai Enchiladas- (Item, Antiquity, Fire, 300,000 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Keeps Calling Samurai Enchiladas While Riding a Stupid Motorcycle that Drifts too Much- (Item, Antiquity, Fire, 300,000 Gold)
Photograph of Books About Colonel Wilson Jonas Writing to Samurai about Books that they Should Write Sometime- (Item, Antiquity, Fire & Air, 300,000 Gold)
Photograph of Colonel Wilson Jonas and some Samurai Detectives at an Anniversary Party- (Item, Antiquity, Air & Psychic, 1,000 Gold)
Photograph of Colonel Wilson Jonas Looking at a Samurai- (Item, Antiquity, Fire & Air, 300,000 Gold)
Photograph of Colonel Wilson Jonas Looking at a Samurai Writing a Book- (Item, Antiquity, Fire & Air, 300,000 Gold)
Photograph of Colonel Wilson Jonas Looking at a Samurai Writing a Book About Colonel Wilson Jonas Looking at Samurai- (Item, Antiquity, Fire & Air, 300,000 Gold)
Photograph of Colonel Wilson Jonas Realizing that Dulcinea is Interested in Colonel Wilson Jonas- (Item, Antiquity, Psychic, 5,000,000 Gold)
Photograph of Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
Photograph of Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written Looking at a Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
Photograph of Colonel Wilson Jonas Writing a Book About Looking at Himself in a Mirror While Writing a Book About Samurai Writing Books About Books- (Item, Antiquity, Fire & Air, 300,000 Gold)
Photograph of Colonel Wilson Jonas Writing a Book About Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written While Looking at a Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
Photograph of a Person Trying to Stop a Different Person from Stopping a Third Person from Looking at a Photograph of Colonel Wilson Jonas- (Item, Antiquity, Water, 300,000 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Can't Pronounce 'Samurai' Correctly- (Item, Antiquity, Fire, 7,500 Gold)
Photograph of Colonel Wilson Jonas and Roy Belwoo's Corpse- (Item, Antiquity, Electric & Energy & Terror, 18,000 Gold)
Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
Photograph of Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written Looking at a Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written About Colonel Wilson Jonas- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
Photo of Colonel Wilson Jonas and Five Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
Photo of Colonel Wilson Jonas and Four Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
Photo of Colonel Wilson Jonas and Six Men at a Bar- (Item, Antiquity, Psychic & Water, 6,000 Gold)
Photo of Colonel Wilson Jonas and Three Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
Photo of Colonel Wilson Jonas and Two Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
Photo of Colonel Wilson Jonas at the Discount Shop With Murray Williams- (Item, Antiquity, Psychic & Earth & Commerce, 600 Gold)
Photo of Colonel Wilson Jonas Behind the Discount Shop With Murray Williams's Mother- (Item, Antiquity, Psychic & Earth & Commerce, 600 Gold)
Photo of Colonel Wilson Jonas Behind the Discount Shop With Murray Williams's Mother's Corpse- (Item, Antiquity, Psychic & Earth & Blood, 600 Gold)
Photo of Colonel Wilson Jonas Looking at a Photo of Colonel Wilson Jonas Alone at a Bar- (Item, Antiquity, Psychic & Air, 6,000 Gold)
Photograph Taped to a Motorcycle of a Photograph of Colonel Wilson Jonas on a Motorcycle Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Dressed as a Samurai Looking at Colonel Wilson Jonas Dressed as a Ninja Looking At A Person Who Keeps Calling Echidnas Enchiladas While Riding a Stupid Motorcycle that Drifts too Much to Go Meet Colonel Wilson Jonas- (Item, Antiquity, Fire, 300,000 Gold)
Report about Colonel Wilson Jonas Breaking the Backwards Triple High-Dive World Record Seven Times- (Item, Antiquity, Mystery & Physical, 3,000,000 Gold)
Square Mile of Colonel Wilson Jonas's Former Thoughts in a Random Dimension- (Item, Property, Psychic & Darkness, 30,000,000 Gold)
Carried along in the Citadel of the Fisherman
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water
*Sgt. Freddy's Brand-New Birdhouse- (Accessory Aspect: Sgt. Freddy's Brand-New Birdhouse, Container, War & Air & Psychic & Law & Grandeur, X Gold) 200% inflicts Confusion: Bored, 200% inflicts Charm: Impressed, If one of possessor's allies places a buff on a Large Structure, possessor may alter the buff to increase stat values by 2,000 additional points per stat already affected (to a max of 200,000 additional points per possessor across all instances of all buffs) and, if possessor is greater Level than that ally, to count as coming from a source of possessor's Level, If one of possessor's opponents of lower Level places a buff on a Large Structure, possessor may alter the buff to increase stat values by 2,000 fewer points per stat already affected (to a minimum of 0 points) and to reduce its possessor's Resilience by 50% as an effect that stacks 8 times, Possessor may summon two Aerials that are Level 60 or lower at the start of each round, Max 2,000 summoned, If one of possessor's opponents summons an Aerial that is greater Level than all Aerials possessor has summoned and as pets (with the greatest Level being considered 0 in instances where possessor does not have an Aerial pet or summon), possessor may choose to be afflicted with Confusion: Enraged, and, if possessor does so, create a Zone of War with an effect attached to it that does not stack on the same Zone or across Zones that deals 60,000,000 Flat War element Damage to that opponent, all of possessor's opponents that are Aerials, and all of possessor's opponents that are Large Structures at the start of each round, Possessor's allies (not counting possessor) and opponents always consider the current round of battle to be the first round that possessor had this item equipped, At the start of each round, if possessor possesses an opponent who has not scanned possessor's stats, is not Resistant to, is not Immune to, does not Reflect, and does not Absorb Charm or Dominion, possessor may choose to have a 25% chance of controlling that entity's first action, provided that controlling said action results in it performing an action with a chance of scanning possessor's stats, with said action not being controlled in instances where such is not possible
Modified Stats wrote: Dulcinea de Montréal, Nightmares' Angel, Divine Bride of Mecha-Vashna
Level 59 BA Member
Outsider & Rootmind, Wonder & Atomic & Darkness & Light & Water & Technology
HP: 3,950,000 (Buffed: 7,700,000)
MP: 5,808,000 (Buffed: 9,558,000)
STR: 18,000 (Buffed: 93,000)
AGI: 16,000 (Buffed: 91,000)
CON: 18,000 (Buffed: 93,000)
MIN: 34,880 (Buffed: 109,880)
SPI: 20,980 (Buffed: 95,880)
SAN: 5,050 (Buffed: 80,050)
INF: 5,050 (Buffed: 80,050)
RES: 5,050 (Buffed: 80,050)
XP: 25,003,195
Fame: 31
BUFFS
Blessing of the Feathered Serpent: +40,000 to all stats
Bottled Stardust: +35,000 to all stats
ATTACK
To Hit:
200%
+41%
Critical:
100%
+1%
Melee Attack:
225,440 (stat cap STR x2)
Buffed: 527,040
Magical Attack:
83,320
Buffed: 132,200
Ranged Attack:
63,800
Buffed: 134,600
Wielder's Prime Attribute for 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become any one stat
Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Possessor's 'Cast a Spell', 'Magical Attack', and 'Overdrive' actions may gain '30% inflicts Poison: Irradiated', and, if they do so, gain +5,000 Magical Attack
DEFENSE
Defense:
1,900,500
Buffed: 3,240,500
Possessor's Defense may not be pierced by sources below Level 40
Stat Defense:
5,320 STR Defense
5,320 AGI Defense
5,320 CON Defense
320 MIN Defense
320 SPI Defense
1,120 SAN Defense
1,120 INF Defense
1,120 RES Defense
Dodge:
95%
+61%
Possessor, if a Wonder-element Outsider, gets two Dodge chances when attacked
30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack
200% chance of inflicting Confusion, Mindblasted, Awestruck, or Awestruck: Wonderstruck on entities whose attacks are Dodged by possessor at the time of said Dodging
Resilience:
62%
+1%
Immunities:
Individuals below Level 40 may not inflict negative status effects on possessor
Possessor suffers no negative effects from the status effect Smitten: Excommunicated, instead obtain +1 to all Base Stats while afflicted with it
Antimatter
Charm
Confusion: Fear
Diseased
Dissolving
Drowning (but not its sub-status effects)
Drowning: Tide Trapped
Fatigued
Fatigued: Sleep
Illusion
Pain (as long as she has 25+ Fame)
Poison
Poison: Irradiated
Stat Drain
Voidstruck
Resistances:
Possessor gains (Possessor Level / 2, rounded up)% Resistance to all non-Universe elements that possessor possesses (Wonder, Atomic, Darkness, Light, Water, Technology)
20% Confusion: Depression
60% Drowning
10% Electrical
10% Entombed: Incarcerated
Recovery:
Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
If possessor is Atomic element, possessor suffers no negative effects for the status effect Poison: Irradiated, and any Damage dealt to possessor by said status effect become Healing instead
If possessor is Wonder element or in a Healer stance, possessor is, whenever possessor is afflicted with Wounded or whenever a round begins, possessor is cured of Wounded, and, whenever possessor is successfully cured of Wounded, possessor regenerates 50,000 HP, to a max of 200 times per round
Wearer regenerates 360,000 HP and 360,000 MP at the start of each round (x2)
Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect
Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1, as a non-stacking effect
EFFECTS
Start of Battle:
None
Start of Round:
Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base
Possessor may, at the start of each round, become the controller of any number of summons that are non-unique and either lower-Level than possessor or controlled by one of possessor's allies
Possessor may, at the start of each round, move to the Front Row or to the Back Row
Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and summon that many Natural Parakeet from the Enemy List, Max 20,000 summoned
Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round
Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round
Infliction:
Status effects inflicted by possessor may not be cured or automatically recovered from by sources of lower Level than caster.
Possessor's actions gain '(Possessor Level * 2)% May inflict Charm'
200% inflicts Charm
Wielder's Charm infliction chances increase by 15% as a non-stacking effect
Possessor's Charm infliction chances are decreased by 30% against targets that aren't Aquatics, Aerials, Animals, or Monsters
Possessor's Confusion: Fear infliction chances are increased by 5%
Possessor's chances of inflicting Confusion: Fear are increased by 10%
Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Confusion: Fear infliction chances
Wielder's attacks with the Dryse Claw gain '150% may inflict Poison: Irradiated'
Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element
150% inflicts Voidstruck
Active:
Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action
Possessor may use 'One-Hit-Kill Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has no weapon equipped. Said attack gains +100,000 Melee Attack bonus, gains a 15% chance of inflicting Instant Death, and inflicts Instant Death on entities 20 Levels or below its performer.
Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Possessor may spend an action to gain a 100% chance of inflicting Entombed: Incarcerated on up to 300 targets, with said infliction counting as involving a Bardic Music spell
Possessor may spend an action to summon 30 Aerials below Level 60 from the Enemy List that are normally fightable for drops, Max 200 summoned
Possessor may spend an action to scan target's stats
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
Possessor may, up to (Possessor's Level / 5, rounded up) times per thread, spend an action to replicate an action performable by an entity of lower Level that is normally fightable on the Enemy List for drops as though an instance of said entity were performing said action
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
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
Passive:
Wielder's summons may not be unsummoned by opponents below Level 40
This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder
Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
Possessor's opponents of lower Level than possessor may not acquire buffs that increase their Level and may not treat their Level as greater than it is, this ability does not prevent entry into Transformations
Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level
Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect
Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor
Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources
Possessor's actions may not be countered by lower-Level sources
Whenever a Devil or Arch-Devil of lower Level than possessor would place a debuff on possessor, possessor may choose to transfer it to that Devil or Arch-Devil instead of acquiring it
If possessor summons a Large Structure, possessor may give it a buff that provides it with +100% Dodge until it acts offensively; possessor may summon Large Structures into other battlespaces that already exist so long as no entity within those battlespaces of greater Level than possessor objects
If possessor begins a round in a battlespace that contains an individual who possesses a buff with possessor as a source, possessor may choose to enter a battlespace previously created by possessor so long as no individual of greater Level than possessor objects; possessor may choose to count possessor's Wanderer abilities as additionally being Abjurer abilities for non-prerequisite purposes
Possessor ignores the Tenets, Requirements, and Restrictions of Patron Deities, Deities may not choose for possessor to not be their worshipper and may not prevent possessor from obtaining or benefiting from worshipper benefits they provide that possessor would otherwise possess or obtain
Curses:
Possessor's opponents who possess the ability 'Kensei' may scan possessor's stats before any action and automatically succeed in doing so and can't be prevented from succeeding in doing so by possessor
Possessor, in RP threads, may be attacked by Geomancer/Subspace-Architect mercenaries and angry motile Large Structures between Level 20 and Level 60; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Architect Bonus Weeks, and 40 Subspace Architect Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Possessor's allies are afflicted with Confusion: Bored at the start of each round
At the start of each round, there is a 30% chance that wielder is automatically inflicted with Pain, Wounded: Bleeding, and Wounded: Maimed (as though this ability had the text 'inflicts Pain, Wounded: Bleeding, and Wounded: Maimed'), with this effect counting as coming from a source that is an Aerial
TEMPORARY RESOURCES
5,000,000 XP
5,000 Gold
"Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)To quick-jump to equipment, search for #W.
To quick-jump to Modified Stats, search for #S.
To quick-jump to unequipped-but-carried items, search for #I.
Slotless (Foom Al'Frafoom-Installed Items) wrote:Seven-Chances Gear Launcher- (Weapon, Gun, Technology & Hope, 700,000 Gold) +1,200 Ranged Attack, Wielder's 'Ranged Attack' actions gain '2 hits against 1' against targets below Level 10, Wielder's 'Ranged Attack' options may recheck their miss chance up to 6 times
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
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, Applied Enchantment
Consumables-Slotless (Foom Al'Frafoom-Installed Items) wrote: Blitzgear Battle-Augmented Spring Heel- (Accessory, Upgrade, Technology & Electrical, 8,000,000 Gold) +8,000 AGI, +8,000 Ranged Attack, +8,000 Melee Attack, Wielder, if a Clockwork, may, before any of wielder's actions, choose to obtain a buff that does not stack and provides +4,000 AGI and +1% Dodge for one round, with said buff not being re-activatable for 5 rounds after each such activation and may, when acquiring said buff, move to the front row, the back row, or any one opposing row-order-formation that contains no opponent of Level 60 or greater's back row
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
Cogwork Ammo-Reloading System- (Accessory, Upgrade, Technology, 25,000,000 Gold) +11,000 Ranged Attack if at least one weapon that provides a Ranged Attack bonus and at least 1 Ammo that possesses a Ranged Attack bonus that is being applied to its wielder are equipped by wielder, Wielder may carry 5 additional Ammo accessories into threads, Wielder may un-equip an Ammo accessory at the start of every round, Wielder may equip an Ammo accessory at the start of every round
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
Chronomatic Rewinding System- (Accessoryx3, Upgrade, Time & Technology, 80,000,000 Gold) Once per thread, as an effect that does not reset itself, possessor may, if possessor has not been targeted by an opponent of Level 65 or greater earlier in the round or used an overcrash earlier in the round, possessor may reset possessor's status to the point that it was at an earlier point in the same round, with this effect not being able to undo the use of permanent consumables of any value or charges from consumables worth over 80,000,000 Gold
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
Deployable Clockwork Helicopter- (Accessory, Upgrade, Technology & Air, 3,000,000 Gold) Wielder may choose, if wielder is a clockwork, at the beginning of a round or at the beginning of one of wielder's actions, to obtain a buff that does not stack and provides +2,000 AGI, 15% Dodge, and 15% Earth Resistance until the end of the round
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
Deployable Clockwork Umbrella- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Hat or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides 5% Water Resistance, with said buff vanishing if this item stops being equipped by its possessor
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
Foom's Custom Precision Clockwork Targeting Components- (Accessory, Upgrade, Technology, 40,000,000 Gold) Wielder gains 180% To Hit and +10% To Hit if wielder is a Clockwork
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
Gears Which See No Rust or Decay- (Accessory, Upgrade, Technology & Light & Water, 30,000,000 Gold) Wielder, if a Clockwork, regenerates 300,000 HP per round, gains Diseased Immunity, gains Impaired Immunity, gains 50% Fatigued Resistance, is cured of Wounded, Diseased, and Impaired at the start of every round, and cannot obtain the ability 'Infectious Rusting' or any debuffs that said ability would generate
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
Hyperfast Computation Gear Set- (Accessory, Upgrade, Technology, 40,000,000 Gold) Wielder gains +400,000 MP as a non-stacking bonus if wielder is a Clockwork, Wielder gains +15% Dodge against MIN-Damage-dealing attacks coming from sources below Level 60 and may Dodge Flat-Damage-Dealing attacks that deal MIN Damage that come from sources below Level 60
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
Snap-Out Clockwork Diver's Helmet and Air Tank- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Heavy Armor or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides Drowning Immunity and Suffocation Immunity against sources below Level 20, with said buff vanishing if this item stops being equipped by its possessor
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
Modified Stats wrote: "Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)
Level 59
Clockwork, Treasure
HP: 3,483,250
MP: 6,849,000
STR: 5,870
AGI: 16,610
CON: 23,530
MIN: 7,960
SPI: 5,870
+500 to turn-order for turn-order purposes
+250 to turn-order for turn-order purposes on the first round if a Gun is equipped
---------------------Defence---------------------
85% Dodge
+4% Dodge
+5% Dodge against Nobility, Wealth element individuals
30% chance of inflicting Charm on any individual whose action was Dodged by possessor
160% Resilience
20% Earth Resistance
10% Acid, Devastation, Nobility, Treasure, Wealth Resistance
15% Solar Being Resistance
Insanity, Fatigued: Sleep, Pain, Confusion, Impaired, Poison, Poison: Irradiated, Overload and Diseased (Exception- Diseased: Computer Virus) Immunity
50% Fatigued, Confusion: Depression Resistance
30% Confusion Resistance
20% Charm Resistance
15% Hexed, Stat Drain Resistance
10% Entombed: Incarcerated Resistance
+171,460 Defense
Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level
+75,270 Defense against Stat Damage
+1,000,000 Defense against Gold Damage
Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
If possessor is Treasure element, entities that are not greater Level than possessor may not destroy items equipped by or carried by possessor
---------------------Offence---------------------
260% To Hit
+23% To Hit
+1% To Hit against Hope, Treasure, Truth, Nobility, Wealth element targets
+1% To Hit when a Teapot is equipped
+5% To Hit with Ranged Attack
160% Critical
+1% Critical
+2% Critical with Ranged Attack
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 Gun
+20,060 Melee Attack
+35,720 Magical Attack
+223,386 Ranged Attack
'Ranged Attack' options may recheck their miss chance up to 6 times
Attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic
Ignores 11% Acid, Devastation, Hope, Light, Nobility, Treasure, Water, Wealth Resistance
Ignores Acid, Devastation, Hope, Light, Nobility, Treasure, Water, Wealth Immunity of targets below Level 11, to a max of Level 80
50% inflicts Vanished: Imagined
200% inflicts Poison: Irradiated
150% inflicts Awestruck
150% may inflict Burning
45% may inflict Confusion, Charm, or Fatigued: Asleep
30% may inflict Charm: Impressed
'Ranged Attack' and 'Snipe' actions may gain a 30% chance of inflicting Poison
'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)
+((Possessor's Fame - target's Fame)/4, to a max of Possessor's Level)% to possessor's Instant Death infliction changes
Wielder's minor negative status effect infliction chances are increased by 50% as a non-stacking bonus
Wielder's 'Ranged Attack' actions may deal HP Healing
Wielder's 'Ranged Attack' actions may remove one Blight Magic debuff from a source below Level 90 from each target
Quantities of Nobility, Treasure, Wealth element Damage dealt by possessor are increased by 40,550 points
Quantities of Devastation element Damage dealt by possessor are increased by 30,550 points
Quantities of Electrical, Fire, Light, Truth, Water element Damage dealt by possessor are increased by 5,550 points
If no opponent has greater AGI than possessor and possessor is wielding a Gun, possessor's offensive actions that involve possessor's Ranged Attack bonus may not be countered (including preemptively) by lower-Level opponents than possessor who have not yet acted
---------------------Healing---------------------
Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 61,000 points
Actions that heal Clockworks heal them for an additional 50% of the value that they would otherwise heal them, to a max of 100,000 additional HP healed in such a manner, Possessor may heal 295 points of stat damage from a clockwork by using Repair Clockworks up to 59 times per thread
Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus
Whenever possessor would Heal HP, possessor heals an additional 5,000 points, Whenever possessor would Heal stat damage, possessor heals an additional 340 points of each type
---------------------Start of Thread---------------------
May, at the start of a thread, choose to begin outside of all battles; possessor may set a number of actions for entities on possessor's side of battle to perform to bring possessor into battle, with this number being set not as a buff, but as a special value tracked by this ability; when possessor enters battle from this effect, possessor has a (Possessor Level / 4)% chance of inflicting Instant Death on all entities in all battlespaces
---------------------Start of Battle---------------------
May create a Phantom Terrain of Clocktower that may also count as a Chronogeomantic Zone of Midnight (chosen at the time of its creation by its creator). If a Phantom Terrain of Clocktower is present, possessor gains (+59% Dodge, +59% Critical, and +59% To Hit) against entities who have not been in the battle alongside possessor for at least 5 rounds.
May begin the battle with the Phantom Terrain set to Battlefield, Beach, Caverns, Cliffside, Cloudy Sky, Conifer Forest, Dark Forest, Desert, Graveyard, Junkyard, Meadow, Mountains, Ocean, Open Plains, Open Sky, Road, Space, Sunny Forest,
May create a Zone of Acid, Hope, Light, and/or Water
May create a Zone of Electrical, Fire or Truth if no other Zone is present
---------------------Start of Round---------------------
Manipulations: Devastation, Fire, Hope, Nobility, Treasure, Truth, Water, Wealth
Regenerates 650,000 HP
Regenerates 1,000,000 MP
Is cured of Wounded, Diseased, and Impaired
May scan the stats of an individual in any battlespace; if this scan is successful, the target, if equal Level to or lower Level than possessor, may not trigger any effects that it would trigger upon its stats being scanned without possessor's permission
If possessor is Treasure element, possessor may create, and, optionally, equip, a Temporary version of a non-unique Weapon that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
If possessor is Treasure element, possessor may create a Temporary version of a non-unique Antiquity that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
60% chance of inflicting Charm on up to one chosen target at the start of each round
Possessor's Charm infliction chances are increased by 12%
If a Clockwork, 15% chance of being cured of Paralyzed (but not its sub-status effects), Impaired (but not its sub-status effects, excluding Impaired: Slow) and Fatigued (but not its sub-status effects)
May choose to become the base elements and/or base subtypes of one unequipped pet that possessor is carrying, with this ability not changing possessor's element/subtype if the chosen pet is not any base elements/subtypes
Possessor and up to 5 allies are cured of Fatigued: Asleep
May un-equip and/or equip an Ammo accessory at the start of every round
May choose one Zone of Devastation, Nobility and/or Wealth 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
May choose to remove any number of individuals below Level 60 from a Zone, Terrian, or Phantom Terrain that all of said individuals are in that was created by a source below Level 60, or may move a zone, terrain, or phantom terrain created by a source below Level 60 from one battlespace to another battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects
---------------------End of Round---------------------
If possessor is dead, possessor may take a single action, If all opponents are 10 or more Levels below possessor, possessor's death cannot cause possessor's side of battle to lose, and possessor's opponents (provided they are all 10 or more Levels below possessor) cannot win while possessor is Dead
May cure one ally of Charm or Confusion at the end of each round
---------------------Start of Action---------------------
If possessor is Treasure element, before each of possessor's actions, possessor may unequip any number of equipped items and then equip any number of items
If possessor is Treasure element, whenever possessor performs an offensive action, possessor may equip a weapon that is carried by itself or a willing ally but not equipped
30% chance of recovering from Fatigued: Stun before each of possessor's actions
If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items
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
May, before any of wielder's actions, choose to obtain a buff that does not stack and provides +4,000 AGI and +1% Dodge for one round, with said buff not being re-activatable for 5 rounds after each such activation and may, when acquiring said buff, move to the front row, the back row, or any one opposing row-order-formation that contains no opponent of Level 60 or greater's back row
---------------------End of Enemy Action---------------------
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.
---------------------Passive Effects---------------------
No one in the same battlespace as possessor may be resurrected
When possessor inflicts Confusion: Fear on an entity of equal or lower Level and it is not immediately auto-removed by an effect and it is not ignored, possessor may choose to also inflict Instant Death on that entity
If possessor is afflicted with Charm by an individual on an opposing side, possessor's first action while on said opposing side is consumed by this ability provided the source of such affliction is below Level 70
Possessor's Level is counted as 19 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
Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Ignores up to 59 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Possessor may choose for the element Technology in possessor's equipped and carried items to instead be the element Whimsy
May count as having an additional Gun and/or Instrument equipped
May choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale
May carry 10 additional unequipped items into threads
May carry 5 additional Ammo accessories into threads
---------------------Ally Bonuses---------------------
Confusion and Insanity Immunity
+200 Defense against Stat Damage
+30,000 to all stats
Wielder's summons regenerate 275,000 HP and MP at the start of each round
Via Cogwork Ammo-Reloading System (5) wrote: Endtime Bullets- (Accessory, Ammo, Time & Darkness, 300,000,000 Gold) +300,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', and 'Snipe' actions count the round's number as being 999,999 greater than the current round's number and cannot be countered by sources below Level 79, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
Lensbreaker Bullet- (Accessory, Ammo, Progress & Fate & Time, 275,000,000 Gold) +275,000 Ranged Attack if wielder has a Gun equipped, Wielder's opponents may not base values of Damage they deal, values of attack bonuses assigned to items, or values of buffs or debuffs they create on the Ranged Attack bonuses of Ammo items wielder has equipped, Wielder must be Level 40 or greater
Gun-Refactoring Bullets- (Accessory, Ammo, Energy & Acid & Ice & Electrical, 60,000,000 Gold) +60,000 Ranged Attack, Whenever wielder performs a 'Ranged Attack' action, wielder may place a buff on any Gun weapons that wielder is wielding that changes any moderate negative status effects (but not sub-status effect) that they can inflict into any other moderate negative status effects (but not sub-status effects), Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 20 or greater
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
Molten Planetcore Bullets- (Accessory, Ammo, Fire & Earth, 200,000,000 Gold) +200,000 Ranged Attack, +150,000 AGI, +150,000 CON, 60% inflicts Burning, 60% may inflict Entombed, 80% may inflict Burning: Igneous, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
Smoke-Stratum Bullets- (Accessory, Ammo, Air & Fire & Darkness, 65,000,000 Gold) +65,000 Ranged Attack, +60,000 AGI, +60,000 CON, Wielder's 'Ranged Attack' actions create a Zone of Air & Fire & Darkness and attach an effect to it that does not stack on the same zone or across zones, with said zone and effect both lasting 5 rounds, and said effect providing -30% To Hit to all attacks save the one that created it, Wielder must be Level 20 or greater
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
Carried via Procession of Relics in her Soul Storehouse (10) wrote: Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater (Tapped for Stored Treasures of Lordly Fury and Stored Treasures of Lordly Insight)
Teapot of the Effeminate Society- (Weapon, Other: Teapot, Whimsy & Beauty & Color & Wealth, 200,000,000 Gold) +200,000 Magical Attack, +200,000 AGI, +200,000 MIN, +200,000 SPI, 30% Physical Resistance, 15% Melee Resistance, Drink consumables used by wielder may have their element changed to be solely Wealth, Wielder must be Level 40 or greater
Twilight-Ripper Ooze Gigacannon- (Weapon, Gun, Darkness & Water & Time, 210,000,000 Gold) +220,000 Ranged Attack, 250% inflicts Paralyzed: Sticky, 250% inflicts Voidstruck: Torn From Time, Wielder's Ranged Attack actions may summon an Ooze from the enemy list that is normally fightable for drops that is below Level 60 into the row-formation of their targets in any front or back row, Max 10 summoned (From the Doctor)
Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater (Tapped for Stored Treasures of Lordly Will)
Sky Plate- (Armor, Grand Armor, Air, 71,000,000 Gold) +71,000 Defense, +71,000 AGI, 85% Dodge, Wearer must be Level 40 or greater (Tapped for Stored Treasures of Lordly Position)
Mountain Range's Worth of Highly Enchanted Alabaster- (Item, Material, Earth & Light, 30,000,000 Gold)
Mountain Range's Worth of Highly Enchanted Gems- (Item, Material, Earth & Wealth, 90,000,000 Gold)
Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)
Tools of the Divine Empire's Chief Jeweler- (Item, Antiquity, Air & Treasure, 360,000,000 Gold)
Tools of the World's Most Legendary Blacksmith- (Item, Antiquity, Glory & Mystic & Physical & Fire, 250,000,000 Gold)[/i][/size]
Carried in The Chromesmith's Warchest (Unique Guns only) wrote: *Purgatory's Dawnbreaker- (Weapon Aspect: The Chromesmith's Warchest, Gun, Psychic & Darkness & Light & Time & Destruction, X Gold) +800,000 Ranged Attack, The first time per entity that an attack involving this weapon brings a target that is below Level 80 below 75%, 50%, or 25% of its Max HP, this weapon, as a debuff that stacks 3 times, removes a chosen Passive Ability or Constant Effect from its target
*Twelve the Bloodhavoc- (Weapon Aspect: The Chromesmith's Warchest, Gun, Time & Darkness & Formus & Blood & Destruction, X Gold) +800,000 Ranged Attack, 4 hits against 12, Wielder may, if no Zone, Terrain, or Phantom Terrain that confers Instant Death Immunity, Reflection, or Absorption is present in any battlespace, up to 12 times per thread as an effect that does not have its tracking reset by the reset of other things, provided no entity in any battlespace of Level 80 (or that was said Level at any prior point in the battle or that was present at any prior point int he battle) or greater objects, reset the battle to the start of a chosen round
*Excommunicatio con Parfait- (Weapon Aspect: The Chromesmith's Warchest, Gun, Sin & Devastation & Hunger & Whimsy, X Gold) +800,000 Ranged Attack, 40,000 SPI, SAN, or RES Damage, 1,000% inflicts Charm, 40% may inflict Dominion, 100% inflicts Smitten: Excommunicated, Wielder may choose to deal no Damage
*Lenny's Shoeshine- (Weapon Aspect: The Chromesmith's Warchest, Gun, Light & Atomic & Destruction & Glory & Commerce, X Gold) +800,000 Ranged Attack, 1 hit against 50,000,000,000, Once per battle across all wielders, to a max of four times per thread across all wielders, when an attack is performed using this weapon, it may lose its text for the remainder of the battle, and wielder may deal 400,000,000 Flat Light & Atomic & Destruction & Glory & Commerce element Damage to a single target that is being targeted by the attack and steal up to (the total Gold value of wielder's equipped items / 25, rounded up) Gold worth of equipped or carried items from the target
*Tropic of Dantallion- (Weapon Aspect: The Chromesmith's Warchest, Gun, Evil & Mystic & Spatial & Astral & Knowledge, X Gold) +800,000 Ranged Attack, 3 hits against 500,000, when wielder makes an attack using this weapon, wielder chooses a Wizard Magic, Necromancy, Dark Magic, Blight Magic, Demon Magic, Astral Magic, Binder Magic, Blood Magic, Contract Magic, Danmaku, Rune Magic, War Magic, Ancient Magic, Catastrophe Magic, or Contingency Magic spell that either wielder has equipped or is carrying or that is in stock in the Shop, At the start of each round, wielder gains an must, if able, perform a 'Cast a Spell' action involving each of those chosen spells sequentially, with spells chosen not being tracked between different battles
*Church of the Thunder- (Weapon Aspect: The Chromesmith's Warchest, Gun, Electrical & Faith & Glory & Sonic & Dopple, X Gold) +800,000 Ranged Attack, 30% inflicts Smitten, 1 hit against 2,000,000, Attacks involving this weapon use wielder's SPI instead of each other stat of wielder's that they would use for all calculations (being able to use it multiple times if it is replacing multiple stats simultaneously), Attacks involving this weapon repeat directly the start of its wielder's first action of each round, provided that no such attack involving it has previously repeated against one of the same targets during the same round
*Bitter Wisdom- (Weapon Aspect: The Chromesmith's Warchest, Gun, Acid & Time & Rot & Madness & Stasis, X Gold) +800,000 Ranged Attack, For each different previous action (judging 'different' by either including a spell or technique not included in a previous action it performed or involving an active ability or enemy ability with a different name than all of its prior actions) that each target performed, wielder chooses a stat, with this item dealing (4,000 x #) Damage, with the # being the number of times that stat was chosen, with different stats being able to be chosen by this weapon's wielder for the same target when it would deal different instances of stat damage
*Grandfather's Dream- (Weapon Aspect: The Chromesmith's Warchest, Gun, Acid & Time & Rot & Madness & Stasis, X Gold) +800,000 Ranged Attack, if this weapon is wielded at the start of battle, wielder and all of wielder's allies obtain, as a non-stacking buff, a non-replenishable pool of 4,000,000 HP that is exhausted prior to other pools of HP, Wielder deals double Damage (to a max of 100,000,000,000 additional Damage) and gains +100,000 uncapped points to all stats if wielder previously possessed at least 5 unique allies during the thread, but they are all either dead due to an opposing source or have been removed from the thread by an opponent
*Fortissmo Grandhavoc- (Weapon Aspect: The Chromesmith's Warchest, Gun, Time & Destruction & Sonic & Dopple, X Gold) +800,000 Ranged Attack, 1 hit against 700,000, When wielder kills an entity with an attack involving this weapon, wielder, up to 4 times per round, gains an additional action, creates a new battlespace that lasts until the end of that action that contains a Zone of Time & Destruction that, as a non-stacking effect, doubles the max number of targets of all multi-target attacks, to a max of 20,000,000,000 additional targets, and moves itself and all other entities in its battlespace that are not (entities Level 80 or greater than object) for the duration of that action
*Abomination's Witness- (Weapon Aspect: The Chromesmith's Warchest, Gun, Light & Devastation & Warding & Terror & Time, X Gold) +800,000 Ranged Attack, This weapon unsummons targets below Level 90 that were summoned by sources below Level 85, At the start of each round, wielder deals each entity that was previously dealt Damage by this weapon a quantity of Flat Light & Devastation & Warding & Terror & Time element Damage equal to the Damage previously dealt to it by this weapon that has since been healed or regenerated (to a max of twice the highest amount of such damage dealt to it at any one time), and removes all buffs and positive status effects present on it from sources below Level 90 that were not present on it in at least one stacking at every point in time it was previously dealt Damage by this weapon during the same battle
*Unmoving Cosmos- (Weapon Aspect: The Chromesmith's Warchest, Gun, Ice & Astral & Stasis & Warding & Time, X Gold) +800,000 Ranged Attack, 40% inflicts Petrified, 40% inflicts Petrified: Time Stop, When wielder hits an opponent below Level 89 with an attack involving this weapon, one of that opponents' debuffs that has an effect that triggers on a per-round or per-action basis instead is altered to never trigger
*The Snuffer- (Weapon, Gun, Technology & Darkness, 60,000,000 Gold) +460,000 Ranged Attack, Wielder's 'Ranged Attack' actions remove all Zones and buffs with their targets' as sources, provided that said targets are below Level 80, Wielder must be Level 40 or greater
*Yestertech Missiles- (Weapon, Gun, Time & Technology, 80,000,000 Gold) +480,000 Ranged attack, Wielder's 'Ranged Attack' actions use target's Defense value at the start of last round if target is willing or below Level 80, using a value of 0 if such a round did not exist
Contents wrote: 24 Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)
Mountain Range's Worth of Highly Enchanted Alabaster- (Item, Material, Earth & Light, 30,000,000 Gold)
Mountain Range's Worth of Highly Enchanted Gems- (Item, Material, Earth & Wealth, 90,000,000 Gold)
2 Mountain Range's Worth of Highly Enchanted Obsidian- (Item, Material, Earth & Fire & Darkness, 30,000,000 Gold)
Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)
Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee 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
Elyion (Celas)
Level 59
Magic Being & Wizard's Shadow, Magic & Null & Time & Crystal (2)
HP: 13,450
MP: 13,450
STR: 59 (1)
AGI: 590 (10)
CON: 778 (12)
MIN: 778 (12)
SPI: 1,915 (25)
SAN: 59 (1)
XP- 2,335,700
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 29
Gold- 5,000,000,000
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
Abjurer:
Abjuration Casting I- (Passive Ability, Abjurer) Abjuration spells cost possessor 20 less MP to cast
Abjuration Casting II- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration 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
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration 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 Abjuration 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 Abjuration spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration 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 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 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
Analyst of the Absolute:
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 Affinity to Healing Via Truth- (Passive Ability, Analyst of the Absolute) Whenever possessor obtains Truth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element pets and summons gain +50 to all stats
Basic Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 Defense against Truth
Basic Understanding of the Heart of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element allies gain +10 to all stats
Basic Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 1% Truth Resistance
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Defenses that Utilize Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 Defense if possessor has any Truth-element items equipped that provide a Defense bonus
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Arcane Vizier:
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Arcanist:
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Aracanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Card Collector I- (Passive Ability, Arcanist) If possessor has at least 5 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +50 to all stats
Card Collector II- (Passive Ability, Arcanist) If possessor has at least 20 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +200 to all stats
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Blessing:
Oh My / Oh Dear / Who Do We Have / HAHAHA / HEeeeeEEEEEre?- (Passive Ability, Blessing) Possessor gains an additional track in the ability shop that may only be used to obtain abilities from the classes Witherer of Realms, Eroded Idol, Flesh Sculptor, Dross-choked Reveller, Corroded Wretch, Oracle of Lunacy, Hollow Man, and Bride
Botanist:
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
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
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
Studied A Vast Number of Rare Plants From The Seed Rains- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, possessor gains 5% Resistance to Earth, Wood and Life-element Plants
Other: Bride:
Finds Herself Near Lots of Wedding Dresses- (Passive Ability, Other: Bride) Whenever possessor would obtain a Wedding Dress as a drop from an entity on the Enemy List, possessor instead obtains two of that item
Caliph of Corrosion:
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Card Mystic:
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted 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 +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame 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 +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
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
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.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing 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 Hexed.
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.
Deal Mastery- (Passive Ability, Card Mystic) Technique Abilities from the Card Mystic class whose name includes 'Deal' 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.
Ignition Deal- (Technique Ability, Card Mystic) Possessor may use 'Ignition 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, becomes solely Fire element, and gains '15% inflicts Burning'.
Bubble Deal- (Technique Ability, Card Mystic) Possessor may use 'Bubble 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 +100 Magical Attack and +100 Ranged Attack and becomes solely Water element.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Channeler:
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic 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 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 Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
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
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Spiritual Channeling Nexus- (Passive Ability, Channeler) When taking an action, possessor may choose a number of allies that do not include possessor, up to a maximum of (Possessor's Level/20) allies, and choose to operate at a SPI value equal to (Possessor's SPI + SPI values of said allies combined) and Base SPI value equal to (Possessor's Base SPI + Base SPI values of said allies combined) for the purposes of that action, this ability may only be used once in a single round and may only be used again once a number of rounds equal to the number of allies chosen for said action has passed without this ability being used
Chef:
Beard that Turns things Into Bread- (Passive Ability, Chef) 5% inflicts Petrified, When possessor inflicts Petrified on an entity below Level 60, possessor may kill it and replace its corpse with an item with 'Bread' in the name that is worth under (1,000,000 x the entity's Level) Gold that is in stock in the shop and obtain that item, with the item being a Temporary item if in a non-RP thread
Edible Lasagna Beard- (Passive Ability, Chef) Possessor may, once per thread at the start of an action, choose to deal itself 50,000 Flat Earth & Fire element HP Healing
Clearance:
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Other: Coinlord:
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 to all stats while in a Zone of Wealth
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Wealth- (Passive Ability, Coinlord) Possessor gains +1% To Hit against Wealth element targets
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth 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 Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, 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 Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff
Conjurer:
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Defensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +50 Defense
Defensive Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +250 Defense
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjurer) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjurer) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Enchanted Impulse- (Technique Ability, Controller) Possessor may use 'Enchanted Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Magic element.
Flame Impulse- (Technique Ability, Controller) Possessor may use 'Flame Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fire element.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Stone Impulse- (Technique Ability, Controller) Possessor may use 'Stone Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Earth element.
Countess of Power:
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
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-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
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 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'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
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
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
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
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
Ebon Chancellor:
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Elementalist:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Drowning Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to attach an effect to said Zone that has a 50% chance of inflicting Drowning on opposing Chtonians and a 5% chance of inflicting Drowning on others at the start of each round, with said effect not stacking on the same Zone or across Zones
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Empowered by the Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to obtain a non-stacking buff that provides +2,000 to all stats while the Zone created by said use of said ability is present in the same battlespace as possessor
Invoke Constant Deluge- (Active Ability, Elementalist) Possessor may spend an action to create a Zone of Water that must be removed three times before it is actually removed (with individuals of Level 40 or greater being able to ignore this restriction)
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
Enchant Building to Only Appear on Holidays- (Active Ability, Enchanter) Possessor may spend an action to give target Large Structure that is either willing or 20 or more Levels lower a special instance of Vanished that has no effect on a round number chosen by its inflictor at the time of its infliction, Can enchant buildings permanently as an RP effect for XP
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: 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: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: 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
Other: Esoteric Wiseman:
Basic Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +50 to all stats
Basic Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +25 to all stats if Mystic element
Basic Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +10 to all stats
Absorb Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor Absorbs Mystic against sources below Level 20 if Level 20 or greater
Advanced Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +5000 to all stats
Apprentice Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 5% Mystic Resistance
Apprentice Mystic Synchronization- (Passive Ability, Esoteric Wiseman) Possessor gains +50 to all stats for each Mystic element item equipped, Possessor's Mystic element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +100 to all stats
Basic Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +50 Defense against Mystic
Basic Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 1% Mystic Resistance
Basic Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 50 points
Control of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor has a 20% chance of being able to cancel the actions of Mystic element individuals below Level 20, with things that would occur before and after said actions still occurring
Emanate Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element Damage to up to 10 targets
Esoteric Wiseman- (Passive Ability, Other: Esoteric Wiseman) Possessor ignores (1 * (Possessor Level/5), rounded down)% Mystic Resistance, Possessor ignores Mystic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 10% Mystic Resistance
Improved Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +250 to all stats
Mystic Immunity- (Passive Ability, Other: Esoteric Wiseman) Possessor gains Mystic Immunity against sources below Level 20 if Level 20 or greater
Mystic Manipulation- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose one of the following at the beginning of each round if Mystic element: Create a Zone of Mystic, Remove a Zone of Mystic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Mystic by either possessor or a source below Level 20, Add Mystic 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 Mystic element on a Mystic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Mystic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Mystic, 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 Mystic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Mystic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Mystic, 5% Mystic Resistance, or +50 Defense against Mystic and 1% Mystic Resistance until the end of the round as a non-stacking buff
Nourish Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor deals HP or MP healing to an Mystic element individual, possessor deals 300 additional points
Nourished By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Mystic
Soothing Mystic Emanation- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element HP Healing to up to 10 targets that are Mystic element
True Magic- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor may replace the element Magic with the element Mystic in any of possessor's actions and may treat the element Mystic as the element Magic for purposes of Arcane Vizier abilities
Uncounterable Casting- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor's 'Cast a Spell' actions may not be countered by individuals of equal Level to possessor or lower Level than possessor who are below Level 60 without possessor's permission
Eternal Champion:
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 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 Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
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
Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
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 Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
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
Strengthened Zonal Link: Zone of Magic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Magic' ability may create a Zone of Magic even if other zones are present
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Golomancer:
Apprentice Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +2,000 HP and +200 CON
Basic Agility-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 AGI
Basic Constitution-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 CON
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Basic Mind-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 MIN
Basic Spirit-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 SPI
Golomancy Casting I- (Passive Ability, Golomancer) Golomancy spells cost possessor 20 less MP to cast
Golomancy Casting II- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast
Heavenly Protector:
Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel
Apprentice Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Angel- (Passive Ability, Heavenly Protector) Possessor may, at the beginning of a thread, choose to become the subtype Angel
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Angel- (Stance Ability, Heavenly Protector) Possessor's subtype becomes Angel
Healer:
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 Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
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.
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Doctor- (Passive Ability, Healer) Possessor's actions that heal gain +200 Ranged, Melee or Magical Attack, Once per turn 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.
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
Heir to the Future:
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
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 Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Other: Hollow Man
Absorb Null- (Passive Ability, Other: Hollow Man) Possessor cannot Absorb elements unless possessor is Level 20 or greater if possessor is Null element
Adept Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor's base stats are reduced by 1 while possessor is Null element, Possessor cannot possess Spell slots while possessor is Null element
Apprentice Affinity to Healing Via Null- Whenever possessor obtains HP Healing or MP Healing, said amount is decreased by 1,000 points if possessor is Null element
Apprentice Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons obtain -250 to all stats if possessor is Null element
Apprentice Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor obtains -500 Defense if possessor is Null element
Apprentice Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all base elements if possessor is Null element
Apprentice Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -50 to all stats for each item possessor has equipped if possessor is Null element, Possessor's pets and summons gain -250 to all stats if possessor is Null element
Apprentice Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -100 to all stats if possessor is Null element
Apprentice Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 500 points if possessor is Null element
Apprentice Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor gains -500 to all stats
Basic Acceleration Within Null's Dominion- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -25 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 500 points if possessor is Null element
Basic Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -50 to all stats if possessor is Null element
Basic Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -50 Defense if possessor is Null element
Basic Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 1% Weakness to all base elements if possessor is Null element
Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Basic Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -10 to all stats if possessor is Null element
Basic Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 50 points if possessor is Null element
Basic Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor gains -50 to all stats while in a Zone of Null
Blank Roots- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor, despite any effects that would come from the ability 'Empty', benefits from buffs possessed by possessor's allies who are either PCs or who are normally fightable for drops on the enemy list (subject to normal stacking as though they were all present on possessor)
Call Forth the Living Null- (Active Ability, Other: Hollow Man) Possessor may spend an action to unsummon 5 of its summons
Charity of Sacrifice- (Passive Ability, Other: Hollow Man) Up to 200 times per round, if possessor is Null element, when possessor would obtain a 'debuff' from one of possessor's 'Hollow Man' abilities, possessor may place it on an opponent
Conducting Works Apart From Space or Time- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would cancel one of possessor's actions, said action is instead not cancelled and possessor obtains an additional action after it
Control of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions have a 20% chance of being cancelled, with things that would occur before and after those actions still occurring
Cored- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's Base Stats are reduced by 3
Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -500 Defense if possessor is Null element
Detect Null- (Passive Ability, Other: Hollow Man) Possessor gains -1% To Hit if possessor is Null element
Elemental Attack-Conversion: Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Attack-Conversion: Null' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Null element; it does not count against the maximum number of techniques that may be used as part of said action. Said action loses all its elements.
Elemental Invocation of Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Invocation of Null' in conjunction with an 'Elemental Attack' action if possessor is Null element; it does not count against the number of techniques that may be used as part of said action. Said action gains -500 Melee Attack, -500 Magical Attack, and -500 Ranged Attack.
Emanate Null- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 10,000
Empowered By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Mind Restore at the start of each round
Empty Presence- (Passive Ability, Other: Hollow Man) Possessor may choose for the ability 'Hollow' to not remove the text of some or all of its abilities
Empty- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor does not benefit from buffs or positive status effects
Glitchdodge- (Passive Ability, Other: Hollow Man) Dodge penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Greater Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are decreased by 25,000 points if possessor is Null element
Hollow Man- (Passive Ability, Other: Hollow Man) Possessor obtains -(1,000 * Possessor Level) to all stats if possessor is Null element
Hollow- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's non-'Attack', non-'Hollow Man' abilities lose their text
Improved Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 5,000 points if possessor is Null element
Improved Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -1,000 to all stats if possessor is Null element
Improved Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -5,000 Defense if possessor is Null element
Improved Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -2,000 Defense if possessor is Null element
Improved Null Elemental Emanation- (Passive Ability, Other: Hollow Man) Possessor's 'Call Forth the Living Null' ability may unsummon the summons of possessor's allies that are willing or below Level 40
Improved Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 10% Weakness to all base elements if possessor is Null element
Improved Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies obtain -250 to all stats if possessor is Null element
Improved Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 5,000 points if possessor is Null element
Improved Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -1,000 to all stats
Improved Zonal Null Empowerment- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -500 to all stats, -500 Melee Attack, -500 Magical Attack, -500 Ranged Attack, and -500 Defense
Index of Zero- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may cast spells that possessor is carrying but does not have equipped
Infinite Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor loses all elements while in Hollow Man stances
Lonely Existence- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may treat its allies as though they were not in the same battlespace
Meditative Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor may choose, at the beginning of a thread, to lose all of its elements
No Thousand Selves Not Waging 10,000 Wars- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would reduce the Damage or Stat Damage possessor deals, it instead increases it by a corresponding amount
Nonsynchronous Elemental Attack-Conversion: Null- (Passive Ability, Other: Hollow Man) Possessor (always counts as being in a Zone of Null and always considers its most-recent action to have been solely Null element) while possessor is Null element
Nourish Null- (Passive Ability, Other: Hollow Man) Whenever possessor deals HP or MP healing, possessor deals 300 fewer points if possessor is Null element
Nourished By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of being losing the status effect Rejuvenation at the start of each round
Null Battle-Aura- (Stance Ability, Other: Hollow Man) Possessor's Max HP is reduced by 10,000 at the start of each round as a debuff that stacks 200 times
Null Body Form- (Stance Ability, Other: Hollow Man) Possessor gains -200 Defense if possessor is Null element, Possessor gains 15% Weakness to all base elements if possessor is Null element, Possessor's Max HP is reduced by 5,000 as a debuff that stacks 200 times whenever possessor is targeted with an offensive action if possessor is Null element
Null Immunity- (Passive Ability, Other: Hollow Man) Possessor cannot be Immune to elements unless possessor is Level 20 or greater if possessor is Null element
Null Manipulation- (Passive Ability, Other: Hollow Man) At the start of each round, if possessor is Null element, possessor loses all buffs that possessor possesses
Nullify Null- (Passive Ability, Other: Hollow Man) Possessor may remove all elements from actions that target possessor that come from sources that are either below Level 40 or willing
Partial Channeling of the Wrath of Null- (Passive Ability, Other: Hollow Man) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions have their chances of inflicting moderate negative status effects reduced by 5% if possessor is Null element
Partially Unfettered by the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all moderate negative status effects if possessor is Null element
Phantom Limb Amputation- (Passive Ability, Other: Hollow Man) Once per round, if possessor is Null element, when an opponent of equal or lower Level would place a debuff on possessor, possessor may change its text to 'Possessor's <Name of a Hollow Man ability possessed by the individual obtaining this debuff at the time it is obtained that possesses text> ability loses its text' that stacks 5 times
Predict the Flow of Null- (Passive Ability, Other: Hollow Man) Possessor gains -5% Dodge if possessor is Null element
Project Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may choose for possessor's actions to gain -300 Melee Attack, Ranged Attack, and Magical Attack and lose all elements
Prosperous Venting of Excess Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions deals 5,000 less Damage, and, at the end of each of possessor's actions, possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 5,000.
Reconsume Null Elemental Spawn- (Passive Ability, Other: Hollow Man) Whenever possessor unsummons a summon, possessor's Max HP is reduced by (1,000 * said summons Level, to a Max of 99,000) as a debuff that stacks 200 times
Reflect Null- (Passive Ability, Other: Hollow Man) Possessor cannot Reflect elements unless possessor is Level 20 or greater if possessor is Null element
Relentless Tempest of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions lose their elements.
Soothing Null Emanation- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces Damage its possessor deals by 10,000
Stability Within Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains a 25% weakness to minor negative status effects
Sustained by Nothing- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities or a buff or debuff resulting from one of said abilities would reduce possessor's Max HP, it is instead increased by a corresponding amount
True Nature of a Hollow Man- (Passive Ability, Other: Hollow Man) Stat penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Understanding of the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor and all individuals whose stats are linked to possessor's gain -200 to all stats if possessor is Null element
Uplifted By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Elevated at the start of each round
Zonal Null Control- (Passive Ability, Other: Hollow Man) While possessor is Null element, possessor counts as being in no Zones that are not Null element that were created by possessor or possessor's allies
Illusionist:
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Ioun Master:
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Bolt Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bolt Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Bright Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bright Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Flame Detonation- (Technique Ability, Ioun Master) Possessor may use 'Flame Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Frost Detonation- (Technique Ability, Ioun Master) Possessor may use 'Frost Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Ioun Master- (Passive Ability, Ioun Master) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Stone equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Stone equipped
Pulse Detonation- (Technique Ability, Ioun Master) Possessor may use 'Pulse Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Detonation Mastery- (Passive Ability, Ioun Master) Technique Abilities from the Ioun Master class whose name includes 'Detonation' 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.
Shadow Detonation- (Technique Ability, Ioun Master) Possessor may use 'Shadow Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Stone Detonation- (Technique Ability, Ioun Master) Possessor may use 'Stone Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Kinetic Emperor:
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Lawbringer:
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance"
♢The Last Judge- (Passive Ability, Lawbringer) If possessor is wielding a Mace, is wearing Robes, and is Law element, possessor's opponents of equal and lower Level cannot counter possessor's counters, including preemptively
♢The Lawbringer, Bane of Primes- (Passive Ability, Lawbringer) Possessor's Critical chance is doubled (to a max of adding five times possessor's Level to it) against Primes if possessor is wielding a Mace
Other: Mage-Archivist:
Basic Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +100 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 100 less MP to cast
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 Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic 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.
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
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
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Magus:
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Bolt Sphere- (Technique Ability, Magus) Possessor may use 'Bolt Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Electricity element.
Bright Sphere- (Technique Ability, Magus) Possessor may use 'Bright Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Light element.
Bubble Sphere- (Technique Ability, Magus) Possessor may use 'Bubble Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Water element.
Caustic Sphere- (Technique Ability, Magus) Possessor may use 'Caustic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Acid element.
Code Sphere- (Technique Ability, Magus) Possessor may use 'Code Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Technology element.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' 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.
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Flame Sphere- (Technique Ability, Magus) Possessor may use 'Flame Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Merchant:
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
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
Hilariously Good at Business Management- (Passive Ability, Merchant) Possessor obtains +5,000,000 Defense against Gold Damage, Possessor's Large Structure pets and summons gain +2,000,000 Defense against Gold Damage, Up to 200 times per thread, up to once per round, at the start of a round, possessor may, if possessor possesses at least 200,000,000 Gold, choose to obtain 5,000,000 Temporary Gold and have a 100% chance of inflicting Confusion: Overwhelmed by Laughter on up to 5 chosen oppoenents, Possessor may, up to once per month, while possessor possesses at least 200,000,000 Gold, claim 5,000,000 Gold in the Shop or Ability Shop
Independently Wealthy- (Passive Ability, Merchant) Possessor gains (100,000 x Possessor Level, to a max of Level 99) Gold per month
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)
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Property Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Properties
Spell Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Spells
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Mind Lord:
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
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
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mountain King:
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
Ocean Prince:
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
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 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
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
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
Sage:
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Staff of Infection- (Active Ability, Sage) Possessor may use Staff of Infection in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +30 Melee Attack has a 5% chance of inflicting Disease.
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Scholar:
Abstract-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Abstract-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Book
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
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 Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Charming Passage- (Technique Ability, Scholar) Possessor may use 'Charming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Charm.
Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Daemons and gains +25% Critical against Daemons.
Darkspawn-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn.
Demon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Deva-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Devil-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devils and gains +25% Critical against Devils.
Elemental-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Envenomed Passage- (Technique Ability, Scholar) Possessor may use 'Envenomed Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Poison.
Fae-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Horror-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Horrors and gains +25% Critical against Horrors.
Hexing Passage- (Technique Ability, Scholar) Possessor may use 'Hexing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Hexed.
Ill Passage- (Technique Ability, Scholar) Possessor may use 'Ill Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Diseased.
Illuminated-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Impairing Passage- (Technique Ability, Scholar) Possessor may use 'Impairing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Impaired.
Monster-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Monsters and gains +25% Critical against Monsters.
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' 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.
Paralytic Passage- (Technique Ability, Scholar) Possessor may use 'Paralytic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Prime-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Prime-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
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
Spirit-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Spirits and gains +25% Critical against Spirits.
Solar Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Solar Beings and gains +25% Critical against Solar Beings.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Umbral-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Umbral-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Umbral-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Umbrals and gains +25% Critical against Umbrals.
Undead-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Undead-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Undead and gains +5% To Hit against Undead.
Undead-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Undead-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Undead and gains +25% Critical against Undead.
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Snow Queen:
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Other: Temporal Primarch:
Apprentice Time Synchronization- (Passive Ability, Other: 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
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
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 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 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 Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Clock Watcher- (Passive Ability, Other: 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
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
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
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Defenses that Utilize Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense if possessor has any Electrical-element items equipped that provide a Defense bonus
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical 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 Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, 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 Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Partially Unfettered by the Bonds of Electrical- (Passive Ability, Thunder Czar) Possessor gains 5% Electrocuted Resistance
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Etheral Magic spells gain +10 Magical Attack, havea 10% greater chance of working, and cost 10 less MP
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
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
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
Establish Temporal 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
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
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
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.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air 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 Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, 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 Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Improved Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +250 to all stats
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wizard:
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard 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 Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Artisan of Wizardly Walls- (Passive Ability, Wizard) Non-entity objects created by possessor's Wizard Magic spells and Arcanist Magic spells whose name includes 'Wall' that possess an HP value have said value increased by 2,000,000 points and have values of Flat Damage they deal increased by 100,000 points
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
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 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 Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Boosted Spell- (Technique Ability, Wizard) Possessor may use 'Boosted Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action gain +200 Magical Attack and have all stat buffs they apply increased by 200 points as an effect that stacks 5 times across all applications per possessor.
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
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Effective Spell- (Technique Ability, Wizard) Possessor may use 'Effective Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action have their minor status effect infliction chances increased by 30% during said action and have their moderate status effect infliction chances increased by 15% during said action.
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
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased Magic Impact- (Passive Ability, Wizard) Possessor's Magic-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against Magic' values
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Mana-Retainment-Capacity-Overloading Spell- (Technique Ability, Wizard) Possessor may use 'Mana-Retainment-Capacity-Overloading' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 30% inflicts Manablasted and applies a non-stacking debuff that causes its possessor to take 20,000 Flat Magic-element MP Damage at the start of every round, as well as to obtain a stacked instance of a debuff that stacks 50 times and provides -500 MP at the start of every round.
Manacharged Spell- (Technique Ability, Wizard) Possessor may use 'Manacharged Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 15% inflicts Manablasted.
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful 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. Said attack gains +150 Magical Attack.
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
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's 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
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Weirdworker:
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
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
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
♢Magicae Ex Aurum- (Active Ability, Weirdworker) Caster may spend an action to purchase, obtain, and optionally equip a single In Stock spell from the Shop, paying its cost in Gold
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
♢Mystic Regulatory Entity- (Passive Ability, Weirdworker) Possessor's opponents have the MP cost of spells they cast increased by (Possessor's Level * 10,000) MP, Possessor's allies (including possessor) have the MP cost of spells they cast reduced by (Possessor's Level * 10,000) MP
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
Other: Wonderworker:
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 Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +50 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +10 to all stats
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 Wonder element
Basic Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 to all stats while in a Zone of Wonder
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
Empowered By Wonder- (Passive Ability, Wonderworker) If possessor is Wonder 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 Wonder
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: Xaos Xomptroller:
Omnimutable Chaosbody- (Passive Ability, Other: Xaos Xomptroller) At the start of each thread, possessor chooses a Level range consisting of Levels lower than and equal to possessor's Level, 12 Enemies from the Enemy List that are within that Level range are selected randomly, with the same Enemy not being able to be selected multiple times, A random Constant Effect possessed by each is chosen, Possessor may then choose up to 4 of the selected Constant Effects and obtain them for the duration of the thread as a buff that cannot be removed by sources that are not 20 or more Levels greater than possessor, Random decisions made by this ability may not be rerolled or controlled by sources below Level 999
Misc:
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
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
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Litigamancy Attunement- (Passive Ability, Other: Litigamancer) All Litigamancy spells cast by possessor that deal Gold Damage deal an additional 100 points, All Litigamancy spells cast by possessor that buff Defense against Gold Damage do so by 50 additional points as an effect that stacks a max of 200 times across all effects, All Litigamancy spells cost possessor 1,000 less Gold to cast
Basic Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +6 Ranged Attack if possessor has a Siege Weapon equipped
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Consumed a Thousand-Year Peach- (Passive Ability, Permanent Item Effect) Possessor gains +500,000 HP, +10,000 STR, +10,000 CON, +10,000 AGI, +5,000 Defense against STR Damage, +5,000 Defense against CON Damage, +5,000 Defense against AGI Damage, 20% Time Resistance, and Fatigued: Elderly Immunity; Possessor, as an RP effect, does not age
Covered In Really Heavy Ornamentation- (Passive Ability, Evermason) Possessor's Charm infliction chances (including infliction chances of Charm: Impressed) are increased by 60%, Possessor obtains -2,000 AGI (to a minimum of 1) and -20% Dodge (to a minimum of 0%)
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
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
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
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
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
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
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Ultranude Art: Muscleman Dangerflex- (Technique Ability, Monk) Possessor may use 'Ultranude Art: Muscleman Dangerflex' in conjunction with a 'Meditate' action if possessor has no items equipped and no other Technique is used. The action's performer gains +5 Base STR while no items are equipped as a non-stacking buff and has a 500% chance of inflicting Confusion: Fear on all opponents.
Very Light Feet- (Passive Ability, Skykeeper) If possessor's entry in a battlespace would cause one or more effects present on Zones of Air to destroy the Zones that they are on, possessor may choose for said effects to not do so if possessor is Air element.
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
Tasks:
None!
Weapons-
Planetary of Knowledge's Tome- (Weapon, Book, Knowledge & Magic, 190,000,000 Gold) +190,000 Magical Attack, +1,900,000 MP as a non-stacking bonus, +190,000 MIN, +190,000 SPI, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 MIN and SPI as a non-stacking bonus, Wielder must be Level 40 or greater
Armor-
Great Mage's Protective Circle- (Armor, Aura, Magic, 30,555,918 Gold) +30,455 Defense, +30,000 MIN and SPI, +300,000 MP, 25% Magic Resistance, 25% Physical Resistance, Spells cost wearer 5,000 less MP to cast, Wearer gains +100 additional Defense for each Spell equipped, to a max of 200 Spells, wearer may reflect actions from sources below Level 20, 80% wearer may reflect actions from sources below Level 40, May only be equipped by individuals above Level 19
Accessories-
*The Rose- (Accessory Aspect- The Rose, Magic Item, Darkness & Fire & Magic & Water & Crystal (2), X Gold) +78,000 Magical Attack, +78,000 Defense against Darkness, +78,000 Defense against Water, +78,000 Defense against Earth, +78,000 Defense Against Fire, +78,000 SPI and MIN, +37,000 STR, AGI, and CON, +780,000 MP as a non-stacking effect, Wielder may cast this artifact's spell aspects as though their MP cost were 0
*Rose Codex- (Accessory Aspect- The Rose, Tome, Crystal (2) & Magic, X Gold) +78,000 Magical Attack, +78,000 MIN, +78,000 SPI, +780,000 MP as a non-stacking effect, Wielder may equip any number of Spell aspects of 'The Rose', with said equipped items not taking slots, This item possesses the subtype Crystal
*Crown of the Crystal- (Accessory, Crown & Crystal & Container, Magic & Crystal (2), Lv. 59, 104,400,000 Gold) +104,000 Magical Attack, +104,000 Defense, +104,000 to all stats, 40% Resistance to each element this item possesses, +1,040,000 MP, wearer's allies and summons gain +10,000 to all stats, +50,000 Defense, +500,000 MP and 30% Resistance to each element this item possesses, wearer gains 4 Accessory slots that may only contain Crystals, this item gains the elements of all Crystals equipped in said slots, and gains Gold value equal to the value of one chosen Crystal equipped in said slots, additionally gaining a bonus to Magical Attack, Defense and all stats equal to (chosen Crystal's Gold value / 1,000, rounded down to the nearest thousand), and granting this item's wearer a second MP pool equal to (chosen Crystal's Gold value / 100, rounded down to the nearest thousand), wearer may choose at the start of each round to have this item's elements instead become any combination of elements it currently possesses, wearer may choose to spend an action to unequip a Crystal equipped in a slot provided by this item and deal (that Crystal's Gold Value/100) Flat damage of (any combination of that Crystal's possessed elements) to every opponent, wearer must be Level 40 or greater
XP: 0
XP Needed: # (Standard Multiplier x4, Standard Multiplier raised to x60 to bypass Level 60 cap)
Fidelity Iris- (Accessory, Trinket, Hope, 50,000,000 Gold) +40,000 to all stats, Charm Immunity from sources below Level 60, Wielder's allies gain +10,000 to all stats, Wielder may not conduct offensive actions against allies without their permission, Wielder may not steal the items of allies
Tome of Novel Battle Formations- (Accessory, Tome, Air & Knowledge, 75,000,000 Gold) Wielder may spend an action to obtain a buff that stacks 5 times that adds a row to its possessor's row-order formation. The newly-added row may be a front row or a back row, with at least one front row needing to have enough individuals to support the presence of the individuals in each back row to prevent row-order imbalance. At the time of the row's creation, STR, AGI, CON, MIN, SPI, Melee Attack, Ranged Attack, Magical Attack, or Defense is chosen. Individuals in said row gain a 10% bonus to said value that does not stack with other effects that multiply the same value, with said bonus adding a max of 5,000,000 points. Said bonus is not applied unless this item's wielder is wielding the item and possesses at least a 50% higher MIN value than the highest opposing MIN value. Wielder must be Level 20 or greater and must possess at least 5 Base MIN.
Crown of the Crystal Slots-
Consumables-
Mystic Figurine: Cloudjewel Whale- (Consumable, Summoning Stone, Earth, Unlimited Charges, 23,500,000 Gold) Up to 200 willing targets are moved from target battlespace to target other battlespace that is part of the same battle so long as no individual of Level 60 or greater in either battlespace objects, with this action's performer, should said performer change battlespaces as part of this action, being able to deal 1,200,000 Flat Air & Physical element Damage to up to 2,000 targets at the end of said battlespace switch, with this action being able to target individuals in other battlespaces, This action counts as being performed by a Level 46 Aerial & Aquatic, This item's user must be Level 40 or greater
Mystic Figurine: Onyx Hound- (Consumable, Summoning Stone, Darkness, Unlimited Charges, 18,000,000 Gold) A single stacked instace of a buff is moved from a target that is either willing or below Level 20 to another willing target in the same battlespace, with said second target obtain an additonal buff that does not stack that provides +5% To Hit for 7 rounds, This action counts as being performed by a Level 25 Animal, This item's user must be Level 20 or greater
Items-
Inherent spells:
Charm Cat- (Spell, Wizard Magic, Air, 40 MP, 15,000 Gold) 100% inflicts Charm on target individual who is below Level 5 whose name includes 'Cat'
Glowing Pebble- (Spell, Wizard Magic, Light & Earth, 5 MP, 2,000 Gold) Caster gains a buff that provids its possessor and all of its possessor's allies with 101% To Hit while in a Zone of Darkness
Fancy Globes- (Spell, Wizard Magic, Magic & Light, 300 MP, 7,000 Gold) 30% inflicts Charm: Impressed
Heat Tea To Just The Right Temperature- (Spell, Wizard Magic, Water & Fire, 3 MP, 1,700 Gold) Target Drink consumable gains '1% cures Fatigued, 1% cures Frozen, and 1% cures Burning'
Sense Magic- (Spell, Wizard Magic, Magic, 40 MP, 3,000 Gold) Caster is informed with a single 'yes' answer if any of caster's opponents are Magice element, possess any Magic element abilities, could drop and Magic element items, are carrying any Magic element items, have any Magic element items equipped, or have any Wizard Magic spells equipped
Douse- (Spell, Wizard Magic, Water, 60 MP, 2,000 Gold) 1% cures Burning
Lubricate- (Spell, Wizard Magic, Water, 30 MP, 1,100 Gold) Target gains 1% Paralyzed Resistance, 5% Cures Paralyzed from sources below Level 15
Freshen Up- (Spell, Wizard Magic, Air & Light & Magic, 100 MP, 2,000 Gold) Cures target debuff from a Level 1 source
Magic Spiderweb- (Spell, Wizard Magic, Darkness & Magic, 60 MP, 1,200 Gold) 1% inflicts Paralyzed
Prestidigitation- (Spell, Wizard Magic, Magic, 10 MP, 3,000 Gold) 5% inflicts Charm: Impressed
Mage Fist- (Spell, Wizard Magic, Physical, 600 MP, 30,000 Gold) +30 Magical Attack, 5% inflicts Fatigued: Stun
Glow- (Spell, Wizard Magic, Light, 300 MP, 6,000 Gold) Target may choose for individuals below Level 5 to treat it as being solely Light element
Reveal General Form- (Spell, Wizard Magic, Light & Air, 70,000 Gold) Target loses all Dodge-bonus-prodviding or Dodge-providing buffs from sources below Level 18
Spells-
Establish Elemental Balance- (Spell, Druid Magic, Earth & Air & Fire & Water, 120,000 MP, 60,000,000 Gold) Spells and abilities that cost 1 or more MP whose elements include at least one nonbase element that is not Universe have their costs increased by 600,000 MP as a non-stacking effect as a buff that sits on caster and affects all individuals in the same battlespace as its possessor, Caster must be Level 40 or greater
Eternal Recall- (Spell, Divining, Psychic & Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not cause individuals to stop counting as having scanned their stats without caster's permission, Caster must be Level 40 or greater
Supreme Court Order: Halt Zonal Redevelopment- (Spell, Other: Litigamancy, Earth & Law, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, with this effect being a non-stacking buff on caster, Caster must be Level 40 or greater
Memory Lock- (Spell, Psychic Power, Psychic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 cannot remove buffs or debuffs from target through means other than their duration expiring or their not being selected to be carried in slots between battles, Caster must be Level 40 or greater
Wizard Spells-
Eternal Wall- (Spell, Wizard Magic, Light & Darkness & Magic, 700,000 MP, 70,000,000 Gold) Caster creates an Eternal Wall that counts as occupying a spot in the front row, has 700,000 HP, Has 70,000 Defense, Has 30% Physical Resistance, Has 30% Light Resistance, has 30% Darkness Resistance, Is Light & Darkness & Magic element, that provides +7,000 Defense to all allies as a non-stacking effect, that provides +70,000 Defense to all allies in the back row as a non-stacking effect, that returns to battle at the start of each round if destroyed or removed from battle by a source below Level 70, Max 3 created at any one time per caster, Caster must be Level 20 or greater
Arcane Dominion- (Spell, Wizard Magic, Mystic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are not equal Level to or greater Level than caster may not (cast spells or perform Magic element actions with an MP cost greater than 0) without caster's permission, Caster must be Level 40 or greater4
Rose Spells-
*Nygombil's Wrath (Spell Aspect- The Rose, Geomancy, Earth, 50 MP, X Gold) +78,000 Magic Attack, 200% inflicts Stun, 100% inflicts Entombed
*Rose Chaos- (Spell Aspect- The Rose, Wizard Magic, Chaos, 399 MP, X Gold) +78,000 Magic Attack, 40% inflicts Instant Death, 20% inflicts Vanished, this action automatically kills and defeats targets below Level 20; this action ignores the Resistances, Absorbs, Reflections, and Immunities of targets below Level 20
*Sultan's Tide (Indexed Spell Aspect- The Rose, Geomancy, Water, 750 MP, X Gold) +67,000 Magic Attack, 200% inflicts Drowning, 1 hit against 25,000
*Crystal Conflux Lasers- (Indexed Spell Aspect- The Rose, Earth & Air & Fire & Water & Crystal (2), 300,000 MP, X Gold) +60,000 Magical Attack, this action may become any combination of the elements Earth, Air, Fire, Water, and Crystal (2), this action may gain '5 hits against 1' and deal 1/4 Damage
*Sultan's Glimmering Veil- (Indexed Spell Aspect- The Rose, Illusion, 1,200,000 MP, X Gold) Caster and caster's allies gain +90% Dodge until the end of the round
*Crystal Channeling- (Indexed Spell Aspect- The Rose, Magic & Electricity & Energy, 600,000 MP, X Gold) Caster transfers up to 1,200,000 MP to or from a willing target who has a Crystal equipped
*Diamond Queen's Mirror- (Indexed Spell Aspect- The Rose, Ice & Spatial, 600,000 MP, X Gold) Target gains a 25% chance of reflecting actions from sources below Level 56 as a non-stacking buff
Pets-
*Giles- (Pet, Immortal, Wealth & Spatial, Lv.39, 110,000,000 Gold)
HP- 4,950,000
MP- 6,000,000
STR- 101,000
AGI- 107,000
CON- 92,000
MIN- 112,000
SPI- 105,000
XP- 3,962,160,000
XP Needed- 49,200,000 (Standard Multiplier x6, Power x9, Raised to x180 to bypass Level 40 cap)
Minimum Level- 1
Defense- 27,000, +120,000 against Time, +120,000 against Psychic, +120,000 against Wealth, +120,000 against Spatial
Defense against Stat Damage- 9,800
Critical Chance- 125%
Resilience- 120%
To Hit- 250%
Dodge- 160%
Resistances and Immunities- 40% Time Resistance, 40% Wealth Resistance, 40% Spatial Resistance, Immune to Fatigued, Poison, Diseased, Confusion, Charm, Pain, Suffocation, and Vanished, Immunity to Minor and Moderate Status Effects
Prime Attribute- Mind + Any One Other
Constant Effects-
It's Giles!- Everyone on both any side of battle is Immune to Fatigued, As an RP effect no one can be tired when Giles is around!, Constant Effect
I am the Evermason! (Member of the High Evermasons Society)- All allies Golomancy spells cost half their normal MP cost, All Golems allied with possessor gain +300,000 HP and +7,000 to all stats, does not stack, Constant Effect
Space-Warping Hands- Possessor may target and deal damage to any row in battle, Possessor may target individuals in other battles in the same thread who are below Level 60 or are willing, Constant Effect
Classy Butler- Possessor's controller may bring 10 unequipped items into threads, Possessor's controller's items may not be destroyed by sources below Level 60, Constant Effect
These are the Hands that Built this City- Possessor's Large Structure allies gain +3,000,000 HP, +30,000 Defense, and +7,000 to all stats, does not stack, Constant Effect
Echo of the Architect's Powers- Possessor gains +12,000 to all stats, Possessor's Damage-dealing actions may deal an additional 28,000 Damage if possessor chooses such, Constant Effect
Abilities-
Mana-Displacing Strike- 90,000 Damage, deals both HP and MP damage, Spatial, 0 MP
Loads of Resources- Creates a temporary item that is identical to any item for sale in the Shop that is worth below 39,000,000 Gold that vanishes at the end of this thread, Wealth, 0 MP
Aura of Solitude- 10% inflicts Vanished, -60% To Hit against caster, does not stack, activates as a counterattack and cannot be used otherwise, Spatial, 0 MP
Space-Distorting Beam- 80,000 Damage, -15% To Hit, -15% Dodge, stacks 5 times, Spatial, 3,000 MP
Battlefield Inversion- Switches the rows of any number of targets, Spatial, 20,000 MP
Perhaps Some Tea?- 350,000 Damage, Heals, Cures any one minor status effect, Wealth & Earth & Water, 2,200 MP
Gild- +15,000 to all stats, inflicts Elevated, stacks 3 times, Wealth, 15,000 MP
Remove!- Cures any five minor or moderate status effects from sources of any Level or debuffs from sources below Level 60, Spatial, 5,000 MP
Space Door- At the start of the next round, caster and any number of caster's allies may enter any other battle in the same thread that does not contain an individual of Level 80 or greater who objects provided that no Level of 80 or greater in any battle said individuals are leaving objects, or, if in a random quest, may leave the thread, Spaital, 750,000 MP
Spacewave- 88,000 Damage, Deals full Damage to the back row, 1 hit against 60, Spatial, 250,000 MP
And they Can Tear it Down- 38,000 Damage, deals double damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, Light & Physical or Air & Physical or Magic & Psychic or Water & Air or Ice & Earth, 1,000 MP
Architect's Construction- 1,000,000 Damage, Heals, only affects Large Structures, deals double Healing to Large Structures as an effect that does not stack with other effects that multiply Damage or Healing against Large Structures, Light & Physical or Air & Physical or Magic & Psychic or Water & Air or Ice & Earth, 1,000 MP
Space Replica- Target begins counting as present in two target battles, one of which must be a battle that target is currently in, with both instances of said target being the same instance for all traits other than location, with said effect not stacking and only being able to be applied to individuals who are below Level 60 or are willing, and with said effect not being able to place an individual into a battle in which an individual of Level 80 or greater objects, Spatial, 1,000,000 MP
Glorious Overcrash: I Am The Architect Of Nexus- Caster becomes Immune to Damage (including Stat Damage), Debuffs, and Negative Status Effects for 3 rounds, Non-Overcrash abilities do not cost caster MP to cast for 3 rounds, Caster's buffs cannot be removed without caster's permission by sources below Level 80, Caster's Golem and Large Structure allies are Immune to Damage (including Stat Damage), Debuffs, and Negative Status Effects from sources below Level 60 for 3 rounds, Universe, 1 MP, Reduces caster's MP to 0 for remainder of thread
Statue Buddies: It's Smashing Time!- 60,000 Damage, this action usees the combined Spirit of each of its participants as its Prime Attribute, 1 hit against 50, May be used up to 5 times per thread, Consumes one action from the individual 'Elyion' and one individual named 'Giles', This is a Combo Move, 5,000 MP per participant
Awards-
Has Reached Round 41 in a Pet Endurance Match
Transformations-
None
Permanent Consumables-
Artifacts-
The Rose (Level 39, 1,905,330,000 XP, # XP Required, Standard Multplier x21 (Standard multiplier raised to x200 to bypass Level 40))
Secret Formulae-
Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times
Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated
Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated
Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater
Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater
Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
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
Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'
Secret Formula- Warmly Knitted Baked Bee Cannon (Serves 5,000,000)
Point Value- 5
Requires:
Any Knitting Needles worth over 10,000,000 Gold
Any Oven worth over 10,000,000 Gold
Consumes:
30 Pie Crust
30 Golem Glass
30 Mauve Watering Can
30 Honey
Produces:
Warmly Knitted Baked Bee Cannon (Serves 5,000,000)- (Weapon, Gun, Fire & Life, 40,000,000 Gold) +40,000 Ranged Attack, 100% may inflict Burning, Poison, and Pain, Wielder's actions that incorporate one or more of this item's attack bonuses count as coming from a source that additionally possesses the subtype Insect and that possesses 50,000,000 more Insect allies than it otherwise would, May Heal, 1 hit against 5,000,000
Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer
Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells
Awards-
Has completed (1) Forays into the Temple of Orithon for Lady Thelrain
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twelfth Holy Imperial Challenge of Worth: Test of Choices
Met Disco Horse
Has Completed the Nexus Bonus Dungeon: 'The Mad Artists's Studio' on Disc 9,476,311 + 1/2
Was Defeated by a Primal Magma Titan in the Dungeon 'The Halls of Origin' on Disc 9,476,311 + 1/2
Has Won the "Winter's Grasp" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Adventurers!" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "Four Elementals" Event Match
'Came Third in a Trivia Contest'
'Bought an Egg at Walrusfest'
Talked About Magic With Remalius
A Subject In The Painting 'Living Magic In The Gazebo', Which Is Displayed In The Ivvingford Gallery In Luriveyl
Discovered Thanks To An Owl That Birds Can, In Fact, Be Annoying
Was in the Walrusfest Secret Santa
Has Reached Round 21 in an Endurance Match
Has Reached Round 41 In A Pet Endurance Match
Built a Statue During the Holy Festival
Has Beaten 39 Bosses in Boss Rush Mode
Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 8 Frequent Formula Tasks
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Won the "Evergarden Defense Test" Event Match
Has Won the 'Seizing the Center' Event Match
Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Lost to Karhu the BA Member (Who was Teamed-up with Steve Erwin from Noix) in a Replica of the Crystal Woods from Noix in the Parallel Collesseum During the Holy Festival
Cheered Up a Robot
Sponsored a Smoke Prospector
Has Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Witnessed the Restoration of the Great Mage's Library
Participated in the 59th Match of Battle Day #3
Lost to Tolva in the 59th Match of Battle Day #3
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Sixth Holy Imperial Challenge of Power: Test of Tenacity"
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Helped Build the Nexus Wallrus at Walrusfest
Gave an Essence Sample to City Representitives on the New Continent on Eldor VI
Gained 1 Base SAN from Grabbyfest 10
This Character Has 61 Base Stat Points
Assistant Regional Sub-Comptroller of Unfun
Janma clears his throat. "You'll find the city's branch of the Cartographer's Guild, Ms. 53, in the Mercantile District. Follow the flow of people outside out of this district, and cross the river. You'll have a hard time missing the guildhouse, I trust." He smiles sardonically, "It has a sign."*Dulcinea de Montréal, Nightmares' Angel's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN (Bound to Indrasena)
*"Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN (Bound to Indrasena)
*Elyion's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN (Bound to Indrasena)
"Hm, ah, well, as a matter of fact, myself AND the organization I belong to do enjoy close relations with the League. Our founding branch is in Adapur-- are you familar? No? Energy Islands, just so you know-- Archipelago's always growing, after all, especially dramatically these days," he mutters, "and the safe routes-- they change! The Guild's first charter is to maintain the connections between the islands of the League, after all. The Temples and Princes here in the South can't ignore how valuable our work is, even away from the Archipelago, although," he tuts ruefully, "I also cannot but admit that our work here, in Sphurana, is mostly clerical. Hah! Clerical, here, that's funny, write that down."Hem Bardhan is a Humanoid (and counts as an Avian). He's Level 35, or thereabouts. Like all experienced Cartographers, he has an excellent scanning suite, especially focused toward geomantic scans that reveal information about things like spawn tables, presences of zones and battlespaces, and entity counts. Translated into something like a BA member, he'd have a solid base of Geomancer, Skykeeper, Diviner, Wind Duke, Elementalist, Scholar, Assassin, and Diplomat. He's firmly on the "Nice" side of the equation. The flexibility of Cartography makes this job extremely well suited to him dispositionally.