Aeromage wrote: IT IS HEDr. Maximilian Excelsior, aka DOCTOR MIRACLES (Aeromage)
Level 39
Human, Azoth
HP: 10,000
MP: 17,500
STR: 78 (2)
AGI: 322 (8)
CON: 400 (10)
MIN: 700 (16)
SPI: 1,630 (34)
Fame- 57
XP: 50,000,000
Gold: 200,000,000
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Item-All- (Active Ability, Attack) Possessor uses on charge of an equipped consumable, targeting all valid targets for a single charge of said consumable on any one side of battle with it instead of targeting its normal number of targets.
-Alchemist-
Adept Alchemy Attunement- (Passive Ability, Alchemist) Alchemy spells cost possessor 10,000 less MP to cast, Alchemy 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 Alchemy Spells, and may not be converted into other types of slots by individuals below Level 100
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1,000 HP or MP per possessor level if they already heal those stats
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
Focused Alchemy Casting- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Alchemy
Frothy Disasterist- (Passive Ability, Alchemist) Possessor's spells whose name includes 'Frothy Disaster' ignore Damage division caused by the spells themselves and gain +500 Magical Attack.
Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 AGI
Has Added Constitution-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 CON
Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Has Added Speed-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Has Added Spirit-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 SPI
Has Added Strength-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 STR
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Has Imbibed a Jeckell-and-Hyde Tonic- (Stance Ability, Alchemist) Possessor loses 5 Base MIN and SPI, Possessor gains 5 Base STR and CON, Possessor has a 60% chance of being afflicted with Confusion: Berserk at the start of each round
Improved Mad Mixer- (Passive Ability, Alchemist) Possessor may choose what effect possessor's 'Mad Mixer' ability applies instead of having one be randomly applied
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Mad Mixer- (Passive Ability, Alchemist) Possessor may, as part of an action that includes possessor casting an Alchemy spell, may choose to destroy two random Potions that possessor has equipped, and, if said potions are destroyed, possessor adds one of the following effects (chosen randomly) to said action: '100% inflicts a randomly determined positive or negative minor status effect', '+500 to a randomly determined stat as a buff that stacks 5 times', or '-500 to a randomly determined stat as a debuff that stacks 5 times'
Potion Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped
Potion Boost- (Passive Ability, Alchemist) Possessor's Alchemy spells whose name includes 'Potion' and possessor's Potion consumables that apply buffs to stats have said values increased by 50 points, to a max of 500 points across all stacked applications per individual.
Potion-Filled Pockets- (Passive Ability, Alchemist) Possessor may bring 10 unequipped Potion consumables or Alchemy spells if possessor has a Clothing or Light Armor equipped at the start of the thread.
-Arcane Vizier-
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
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
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
-Assassin-
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Juggler- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points
-Bard-
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
-Beastmaster-
Animal Calling I- (Passive Ability, Beastmaster) Possessor's Animal summons gain +20 to all stats
Animal Calling II- (Passive Ability, Beastmaster) Possessor's Animal summons gain +200 HP
Animal Calling III- (Passive Ability, Beastmaster) Possessor's Animal summons gain +500 MP
Animal Calling IV- (Passive Ability, Beastmaster) Possessor's Animal summons gain +2,000 HP and +4,000 MP
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
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
Goat Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Goat' stance when not in said stance
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
-Blazing Sultan-
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
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
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
-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
-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
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.
-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Atomic Vengeance Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '60% inflicts Burning' and / or gain the element Atomic; The Ranged Attack bonus provided by possessor's 'Salsa Eyes' ability is increased by 2,000 points
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Consumed the Salsa of Power- (Passive Ability, Chef) Possessor gains +400 STR, +4,000 HP, +4,000 MP, 5% Food Resistance, and 10% Fire Resistance
Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Flamin' Hot Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Burning' and / or become solely Fire element
In-Your-Face Salsa Gaze- (Passive Ability, Chef) Possessor's 'Salsa Eyes' ability may also apply its bonuses to 'Point Blank' actions that possessor conducts
I Weep Tears Of Tasty Salsa- (Passive Ability, Chef) If possessor is afflicted with Confusion: Depression, possessor may, at the beginning of a round, choose to regenerate 30,000 HP and be cured of Confusion: Depression
Painfully Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Pain'
Salsa Eyes- (Passive Ability, Chef) Possessor may choose for possessor's 'Ranged Attack' actions to count as including an additional Food consumable, if possessor does so, they gain +200 additional Ranged Attack
Salsa Gaze that Makes You Want to Dance the Salsa- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may inflict a debuff that stacks 3 times, that lasts until its possessor performs an action that includes a 'Dance' spell, and that provides -200 MIN
Sniper-Mode Salsa Gaze- (Passive Ability, Chef) Possessor's 'Salsa Eyes' ability may also apply its bonuses to 'Snipe' actions that possessor conducts
Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '10% inflicts Burning' and / or '10% inflicts Pain'
Tasty Salsa Gaze- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain 'Heals HP'
Winter Holiday Drink Mixing- (Ability, Chef) Ice-element Drink consumables used by possessor that heal HP or MP have quantities of said healing increased by 500 points, Possessor may choose for Drink consumables that possessor uses that are Ice element that have a chance of inflicting Poison: Drunk to have that chance either raised or lowered by 5%
-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
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
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
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
-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
-Diplomat-
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Make a Dramatic Entrance- (Passive Ability, Diplomat) Possessor has a 30% chance of inflicting Charm: Impressed on each opponent at the start of battle
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Sexy Posing- (Stance Ability, Diplomat) Possessor's Charm infliction chances increase by +5%
Shiny Clothes- (Passive Ability, Diplomat) If possessor has a Clothing equipped, possessor gains 5% Light Resistance and +100 Defense against Light
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor
-Divine Philosopher-
Apprentice Azoth Synchronization- (Passive Ability, Divine Philosopher) Possessor gains +50 to all stats for each Azoth element item equipped, Possessor's Azoth element pets and summons gain +250 to all stats
Apprentice Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +100 to all stats
Apprentice Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth
Basic Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 1% Azoth Resistance
Basic Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to all stats if Azoth element
Basic Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +50 to all stats
Basic Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 Defense against Azoth
Basic Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +10 to all stats
Basic Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 to all stats while in a Zone of Azoth
Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below
Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
-Engineer-
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
-Healer-
Accredited Physician- (Passive Ability, Healer) Possessor gains +500 MIN, Possessor counts as possessing 5 additional Healer abilities, Possessor deals 50,000 additional HP Healing
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster 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 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.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Lunacy Induction: Cow-Focused Variant- (Active Ability, Healer) Possessor may spend an action to give a PC target of lower Level who has lower base MIN the ability 'Crippling Cow-Petting Addiction', Has RP Effects
MANLY SHIRTLESS DOCTOR MODE- (Passive Ability, Healer) Possessor gains +500 STR and +500 CON if possessor has one Armorx.5 equipped whose name includes 'Pants' and does not have any other Armor equipped, Possessor deals 50,000 additional points of HP Healing if possessor has one Armorx.5 equipped whose name includes 'Pants' and does not have any other Armor equipped
Organ Rearranger- (Passive Ability, Healer) Possessor's 'Rearragne Organs' ability may effect unwilling individuals up to Level 60, Possessor's 'Rearrange Organs' ability gains the ability to provide +1,000 or -1,000 CON as a selectable option
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Specialist in Cow-Related Addiction Therapy- (Passive Ability, Healer) Possessor may spend a week in the shop to remove a Curse ability from a willing other PC provided said Curse is the ability 'Crippling Cow-Petting Addiction' from the ability shop, Has RP Effects
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action
The Doctor Can't Stay Sick!- (Passive Ability, Healer) When possessor is in a Healer Stance, possessor's per-round auto-recovery chances for minor status effects are increased by 40%
-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
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
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
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 Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
-Mad Scientist-
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chemical Resistance- (Passive Ability, Mad Scientist) Possessor gains 5% Poison Resistance, 5% Acid Resistance, and 5% Resistance to damage from Poison
Formus Forehead- (Passive Ability, Mad Scientist) Individuals who are an element whose name includes 'Experimental Element) obtain -15% Critical against possessor
-Mech Jockey-
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Mech User- (Passive Ability, Mech Jockey)- All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Mech Pilot- (Passive Ability, Mech Jockey)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Mech Weaponry Training- (Passive Ability, Mech Jockey)- The Damage values of all abilities possessed by possessor's Mech transformations are increased by 250 points
-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
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
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
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
-Monk-
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
HAUNTED KNEE-BASH- (Technique Ability, Monk) Possessor may use 'HAUNTED KNEE-BASH' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said action gains +3,500 Melee Attack and summons a Ghost from the Enemy List that becomes solely Physical element as a buff that is placed upon it at the time of summoning; Max 10 summoned.
-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Keyboard- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Keyboard' in its name equipped
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Turntable- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Turntable' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Debilitating Note- (Technique Ability, Musician) Possessor may use 'Debilitating Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Improved Debilitating Note- (Passive Ability, Musician) Possessor's 'Debilitating Note' technique has its chance of inflicting Stat Drain increased to 30%
Lazy Note- (Technique Ability, Musician) Possessor may use 'Lazy Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Instrument equipped. Said attack gains a 20% chance of inflicting Fatigued.
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round
-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
-Paladin-
Sparkling Soul- (Passive Ability, Paladin) Possessor gains +5,000 SPI, Possessor gains Hexed Immunity, Possessor, as an RP effect, feels compassionate and kind
-Paragon of Resolve-
A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Apprentice Will Synchronization- (Passive Ability, Paragon of Resolve) Possessor gains +50 to all stats for each Will element item equipped, Possessor's Will element pets and summons gain +250 to all stats
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Paragon of Resolve- (Passive Ability, Other: Paragon of Resolve) Possessor ignores (1 * (Possessor Level/5), rounded down)% Will Resistance, Possessor ignores Will Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Will Manipulation- (Passive Ability, Other: Paragon of Resolve) Possessor may choose one of the following at the beginning of each round if Will element: Create a Zone of Will, Remove a Zone of Will created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Will by either possessor or a source below Level 20, Add Will 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 Will element on a Will element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Will, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Will, 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 Will element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Will to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Will, 5% Will Resistance, or +50 Defense against Will and 1% Will Resistance until the end of the round as a non-stacking buff
Will-Powered Infliction-Block- (Passive Ability, Other: Paragon of Resolve) If possessor does not possess any MIN or SPI Damage, possessor changes automatic instances of status effect infliction phrased as 'inflicts <status effect name>' with no percentile infliction chance that would be inflicted on possessor that come from sources below Level 60 into 100% infliction chances of said effects for said instances of infliction
-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
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
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
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
-Scientist-
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Knowledge of Chemicals- (Passive Ability, Scientist) Possessor gains +100 MIN, Potions used by possessor that Heal HP or MP do so for an additional 1,000 points
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
-Soldreidrethanoi-
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
-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 Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
-Walker from Beyond-
Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
Very Blessing- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor obtains +250,000 HP and +2,000 to all stats
Wacky Hit- (Technique Ability, Walker from Beyond) Possessor may use 'Wacky Hit' in conjunction with a 'Melee Attack', 'Ranged Attack' or 'Magical Attack' action. Said action causes a roll to be made on the Uncle Steve's Wacky Sword table.
-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Hero of An Epic Journey In Another Life- (Passive Ability, Wanderer) Possessor gains +2 Fame and +5% Dodge against individuals whose name includes 'Bull', 'Thunderbird', 'Humbaba', 'Lion', 'Scorpion', or 'Giant'.
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Went On an Odyssey- (Passive Ability, Wanderer) Possessor gains +5% Dodge against individuals whose name includes 'City', 'Cyclops', 'Scylla', 'Charybdis', or 'Witch'
-Other: Flamingo Disco Legend Man-
Apprentice Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Tacky Synchronization- (Passive Ability, Flamingo Disco Legend Man) Possessor gains +50 to all stats for each Tacky element item equipped, Possessor's Tacky element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +100 to all stats
Apprentice Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +500 to all stats while in a Zone of Tacky
Basic Acceleration Within Tacky's Dominion- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Tacky
Basic Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +50 to all stats
Basic Tacky Synchronization- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +25 to all stats if possessor is Tacky element
Basic Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +10 to all stats
Basic Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +50 to all stats while in a Zone of Tacky
Basic Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 50 points
Disco Legend Stance- (Stance Ability, Other: Flamingo Disco Legend Man) Possessor gains the element Tacky, possessor gains +300 SPI, and possessor's Impaired: Blind infliction chances are increased by 30%
Flamingo Disco Legend Man- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor ignores (1 * (Possessor Level/5), rounded down)% Tacky Resistance, Possessor ignores Tacky Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Glowy Plaid Footprints- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element, whenever possessor conducts a 'Switch Rows' action, possessor may attach an effect that causes Tacky element individuals to gain +2% Dodge and +2% To Hit to a zone, with said effect stacking 5 times per zone and 5 times across all zones
Improved Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may choose, at the beginning of a thread, to become solely Tacky element
Rhinestone Soul- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +200 uncapped SPI if possessor is Tacky element
Sparkletastic Motion- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor switches rows, up to 3 times per round, possessor may choose to have a 60% chance of inflicting Imparied: Blind or Impaired: Blind: Constant Glare on up to 20 opponents
The Flamingo Bob- (Technique Ability, Other: Flamingo Disco Legend Man) Possessor may use 'The Flamingo Bob' in conjunction with a 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' action so long as possessor is Tacky element, said action involves the casting of a Dance spell, and no other technique is used. Said action gains the element Tacky, gains +200 additional Magical Attack, has all of its minor and moderate status effect infliction chances raised by 30%, and counts as coming from a source whose name is solely 'Bob'
This YELLING Means I Am SPEAKING FOREIGN- (Passive Ability, Other: Flamingo Disco Legend Man) Sources below Level 20 may not prevent possessor from applying debuffs or giving other individuals actions
Tourist of Everywhere- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element and has a Tacky-element armor equipped, possessor gains +500 Defense against effects attached to Zones
-Other: Progenitor of Species-
Apprentice Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Basic Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +50 to all stats
Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element"
Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Control of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor has a 20% chance of being able to cancel the actions of Evolution element individuals below Level 20, with things that would occur before and after said actions still occurring
Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution 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 Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, 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 Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Progenitor of Species- (Passive Ability, Other: Progenitor of Species) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evolution Resistance, Possessor ignores Evolution Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
-Other: Smiling Drifter-
Meditative Assumption of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor may choose, at the beginning of a thread, to become solely Whimsy element
-Other: Superhero-
Armored An Unusual Amount By Spandex- (Passive Ability, Superhero) Possessor gains +5,000 Defense if any of possessor's equipped Armors have 'Spandex' or 'Hero' in their name
Sorrow-Powered Super-Strength- (Passive Ability, Superhero) Possessor, as a buff that stacks 10 times, gains +500 STR at the start of each round that possessor is in the same battle as an individual afflicted with Confusion: Depression
-Misc-
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
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
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Forehead-Deploying Grandcannon- (Passive Ability, Gunner) Possessor gains +80,000 Ranged Attack and counts as having an additional Gun equipped
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 Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Light-Up Butt- (Passive Ability, Mechanist) To Hit penalties applied to possessor by effects attached to Zones of Darkness from sources below Level 60 are reduced by 5%
Moon-Nose Inversion- (Active Ability, Astromancer) Possessor may spend an action to set the Nose Status of a Nose-Bearing Moon Face to 'Inverted' if it is 'Non-Inverted' or to 'Non-Inverted' if it is 'Inverted'
Plastic Flamingo Appreciator- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons that are also Golems are afflicted with Invigorated: High Morale at the start of the first round of battle
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Ringkeeper- (Passive Ability, Magewright) Possessor may equip 1 additional Ring (to a max of 10 Accessories being equipped from all sources)
Spry- (Passive Ability, Thief) +300 AGI and +4% Dodge
The Pimp's Cane Brooks No Disobedience From Hos- (Passive Ability, Sage) Once per round, possessor, if wielding a Staff, may conduct a 'Melee Attack' action as a preemptive counter against the source of an action that would have a chance of inflicting Charm on possessor; if said counter deals Damage, said action may not inflict Charm
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
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
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
-Curse-
Enraged by Windmills- (Passive Ability, Curse) Possessor is afflicted with Confusion: Enraged at the start of any round that any of possessor's opponents' names includes 'Windmill'
0/2000 battles
Weapons-
Wishcarp Sounder- (Weapon, Instrument, Water & Magic, 60,000,000 Gold) +60,000 Magical Attack, Up to 5 times per wielder per thread, when this item's wielder conducts a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action that involves the casting a Bardic Music spell, its wielder may, as part of said action, replicate the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability
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
*Staff of the Holy Festival and Walrusfest- (Weapon, Staff, Universe, 15,000,000 Gold) +15,000 Melee Attack, +15,000 Magical Attack, +15,000 to all stats, +500 to wielder's unmodified STR, AGI, CON, MIN, and SPI, 24% Critical, 24% Dodge, 24% Resilience, 124% To Hit, Wielder may choose to make any of wielder's 'Melee Attack', 'Melee Overdrive', 'Magical Attack', or 'Overdrive' actions become solely Light, Darkness, Ice, or Chaos element
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/ Walrusy- (Enchantment) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
AND Absurdly Walrusy- 950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats, Enchantment
Armor-
*The MIRACLES Overcoat Of MEGASPARKLE- (Armor, Light Armor, Acid & Earth & Tacky, 36,000,000 Gold) +36,100 Defense, +36,000 AGI, +36,500 MIN, +36,200 SPI, 20% Acid Resistance, 20% Tacky Resistance, Wearer may Reflect Light element actions from sources below Level 40, Wearer gains 10 additional Consumable slots that may only carry Potions and may not be converted into other types of slots or used for purposes other than carrying items, Wearer gains 5 additional Spell slots that may only carry Alchemy and may not be converted into other types of slots or used for purposes other than carrying items, Alchemy spells cast by wearer that provide a Magical Attack Bonus gain +23,200 additional Magical Attack, Alchemy spells cast by wearer that buff stats do so by an additional 300 points, as an effect that stacks a max of 20 times across all affected buffs, Alchemy spells cost wearer 30,500 less MP to cast
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Accessories-
*Flask of Miracles- (Accessory, Container, Magic & Acid & Light, 100,000,000 Gold) +50,000 MIN, +50,000 SPI, +500,000 MP, Alchemy spells cost wielder 50,000 less MP to cast, Wielder gains 50 spell slots that may only contain Alchemy spells, may not be used for purposes other than holding spells, and may not be converted into other types of slots, Wielder gains Fatigued: Elderly Immunity, 40% Dissolving Resistance, Wielder counts as possessing 5 additional Mahou Shoujo abilities and 5 additional Alchemist abilities
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
Indestructable Forehead- (Accessory, Bioaugmentation, Physical & Light & Darkness, 100,000,000 Gold) +100,000 Defense, 60% Resilience, +1,000,000 HP as a non-stacking bonus, +5% Resilience as a non-stacking bonus, Wielder must be Level 20 or greater
Cloak Made of the Legends That are Birds Which Are Sometimes LIVING Because WONDERMENT and CAW- (Accessory, Cloak, Fire & Ice & Electrical, 60,000,000 Gold) +60,000 Defense, +60,000 AGI, +60,000 SPI, +60,000 Defense against Fire, +60,000 Defense against Ice, +60,000 Defense against Electrical, +30,000 Defense against Base Elements, 30% Fire Resistance, 30% Ice Resistance, 30% Electrical Resistance, 30% Chaos Resistance, 30% Atomic Resistance, 30% Tacky Resistance, 100% Minor Status Effect Resistance against Aerials below Level 80, Wearer may choose to gain the subtype Aerial at the start of any action as a buff that lasts until the end of that action, Wearer gains +2 Fame, 30% inflicts Impaired: Blind, Wearer may summon one Aerial below Level 60 that is normally fightable for drops on the Enemy List at the start of every round, Max 5 summoned
Duranasman Technologies Missile-Wing Prototype With Hyper-Rockets- (Accessory, Upgrade, Air & Sonic & Technology & Fire, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 AGI, +5,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes, 80% Critical, 80% Dodge
Twelve-Tier Hat Of The Bird-Mastering, Death-Dealing Rhinestone Legend Man- (Accessory, Hat, Tacky & Air & Destruction, 35,000,000 Gold) +33,000 Defense, +35,000 Ranged Attack, +1 Fame, 75% Critical, 50% inflicts Confusion, Wearer's Aerial summons gain +3,500 to all stats as a non-stacking bonus, Wearer counts as having 11 additional Hats equipped
Ring Slot-
Ring of Extraworldly Alchemy that is Both Secret and OH SO SHINY- (Accessory, Ring, Magic & Spatial & Astral & Tacky, 56,000,000 Gold) +56,000 Magical Attack, +56,000 Defense, +56,000 to all stats, Wearer gains +500 additional points to each stat (to a max of 56,000 additional points) for each Alchemy spell equipped, Alchemy buffs with wearer as their source have their stat-point-increases increased by 500 points (to a max of 5,000 additional points per individual across all buffs) and cannot be removed by sources below Level 40, Wearer regenerates 360,000 MP at the start of each round as a non-stacking effect, Wearer's actions cannot be countered by opponents below Level 40, Wielder must be Level 20 or greater and must have the ability 'Alchemist'
Consumables-
*Rod of the Goat Miser- (Consumable, Rod, Magic & Air & Ice & Earth & Physical & Darkness & Wealth, Unlimited Charges, 500,000 Gold) Summons 20 Ordinary Goat, 18 Adoragoat, 15 Tall-Legged Goat, 15 Ghostfleece Goat, 15 Blazewool Goat, 10 Mechagoat, 10 Dracogoat, 10 Battle-Hardened Warrior Goat, 10 Giant Goat, 10 Oblong Goat, 5 Goat Philosopher, 5 Weregoat, 5 Doom-Eye Goat, 1 Sonic Goat, or 1 Regal Goat, Max 40 summoned across all summon types
Wielder gains the abilities:
Fading Call: Fading Invocation: Mystic Figurine: Golden Goat- Caster, if Level 20 or greater, 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, Earth, 12,900 MP
Level 39
XP: 0
XP Required: 16,400,000 (Standard Multiplier x2, Raised to x20 to bypass Level 40)
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
A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
3 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
Potion Slots (10)-
2 Alluring Perfume- (Consumable, Potion, Air & Fire, 10 Charges, 114,000 Gold) Target's offensive actions gain 20% inflicts Charm, lasts 6 rounds
Krazy Mystery Elixer- (Consumable, Potion, Chaos & Magic & Water, 1 Charge, 5,000,000 Gold) + or - (determined randomly) 5,000 to any one randomly determined stat, lasts 3 rounds, does not stack
7 Regenerative Extract- (Consumable, Potion, Earth & Water & Magic, 1 Charge, 65,000 Gold) Inflicts Rejuvination
Spells-
*Fab Thunder- (Spell, Dance, Electrical, 1,970 MP, 210,000 Gold) +205 Magical Attack, This attack gains +10% Critical, 30% inflicts Electrocuted
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
Alphabetical Assault- (Spell, Anarchomancy, Air & Physical, 0 MP, 10,000,000 Gold) +10,000 Magical Attack, Actions this spell is involved in that include its Magical Attack bonus gain an additional +1,000 Magical Attack for each letter out of 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'T', 'U', 'V', 'W', 'X', 'Y', and 'Z' (including lower-case versions) that is present in the name of any item not counting this one that this item's caster has equipped, to a max of +25,000 additional Melee Attack, Actions this spell is involved in that include its Magical Attack bonus gain 5% inflicts Instant Death against targets below Level 40 if the letter 'S' (including the lower case 's') is present in the name of any item not counting this one that this item's caster has equipped
Create Zone of Magic- (Spell, Geomancy, Magic, 30 MP, 20,000 Gold) Caster creates a Zone of Magic which does not stack with Zones and may set the Phantom Terrain to Sunny Forest
From Your Dreams, With Sparkles, I ARRIVE!- (Spell, Leadership, Magic & Psychic & Tacky, 29,720 MP, 39,500,000 Gold) If it is the first round of battle and said round is the first round that its caster is in the battle that its caster is presently in, this item's possessor may, at the start of the round as an action that consumes its caster's next action, to a max of once per battle and five times per thread across all copies of this spell, perform a 'Cast a Spell Action' that involves the casting of no other spell other than this spell and must involve the casting of this spell, This spell, if cast during the start of a round on the first round that its caster is in the battle that its caster is presently in, may deal 390,000 Flat Magic, Psychic, or Tacky element Damage to up to 52 targets that are no more than 19 Levels greater than its caster and may have a 100% chance of inflicting either Charm: Impressed, Impaired: Blind, Confusion, Charm, or Fatigued: Asleep, Charm: Lovestruck, or Awestruck on up to 52 targets that are no more than 19 Levels greater than its caster, If it is not the first round of battle or said round is not the first round that this spell's possessor is in the battle that it is presently in, then this item's possessor may cast this spell normally to enter another battlespace that contains at least one individual afflicted with Fatigued: Asleep so long as no individual of Level 60 or greater in either the battlespace being entered or the battlespace being exited objects
Doctor's Sudden Medical-Salvation-Rush- (Spell, Healer Magic, Air & Hope, 99,820 MP, 10,000,000 Gold) Caster's allies are cured of all negative status effects and debuffs with sources below Level 60 and regenerate 100,000 HP, Caster must be Level 45 or greater or (must be Level 20 or greater and must possess the ability 'Doctor')
Alchemy Slots (55)-
Alchemic Cluster-Firebomb- (Spell, Alchemy, Fire, 0 MP, 850,000 Gold) +24,550 Ranged Attack, 30% inflicts Burning, may gain '1 hit against 30' and deal 1/3 Damage
Alraune Petal Formula- (Spell, Alchemy, Earth, 0 MP, 8,000,000 Gold) +29,700 Magical Attack, May Deal HP Drain or MP Drain, This action, if not dealing HP Drain or MP Drain, may deal 1,000 points of Stat Point Drain to any one stat
Craft Drainpetal Brew- (Spell, Alchemy, Earth & Darkness & Water, 0 MP, 2,100,000 Gold) +25,700 Magical Attack, deals 1,000 CON Damage, 100% inflicts Stat Drain: CON Drain
Expert Alchemist's Eternal Poison- (Spell, Alchemy, Acid & Darkness & Magic, 45,260 MP, 22,500,000 Gold) +46,200 Magical Attack, 100% Inflicts any one minor negative status effect, This action's target deals 225,000 Flat Acid & Darkness & Magic element Damage and has a 100% chance of being afflicted with any one minor negative status effect at the start of every round, Does not stack, Caster must be Level 20 or greater
Explosive Moonjuice- (Spell, Alchemy, Light & Magic, 0 MP, 5,000,000 Gold) +28,700 Magical Attack, 15% inflicts Manablasted, Actions involving this spell may gain 1 hit against 5 and deal 1/2 damage
Highly Unstable Concoction- (Spell, Alchemy, Energy & Acid, 0 MP, 7,000,000 Gold) +7,000 Ranged Attack, 70% inflicts a random positive or negative moderate status effect, 50% may Heal
Liquid Nitrogen Toss- (Spell, Alchemy, Ice, 0 MP, 47,000 Gold) +45 Ranged Attack, 30% inflicts Frozen
Moonbomb Vial- (Spell, Alchemy, Light & Magic, 0 MP, 20,000,000 Gold) +43,700 Magical Attack, 30% inflicts Charm: Impressed, May gain 1 hit against 5 and deal 1/2 Damage
Pseudouniversal Solvent- (Spell, Alchemy, Acid, 0 MP, 10,000,000 Gold) +33,700 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster
Curative Lunar Eyedrops- (Spell, Alchemy, Light & Magic, 0 MP, 30,000,000 Gold) +53,700 Magical Attack, Heals HP, Cures all minor negative status effects
Elixir of Youth- (Spell, Alchemy, Earth & Light & Water, 0 MP, 12,000,000 Gold) Cures Fatigued: Elderly, Target gains Fatigued: Elderly Immunity
Expert Alchemist's Eternal Restorative- (Spell, Alchemy, Light & Magic, 45,260 MP, 22,500,000 Gold) +46,200 Magical Attack, Heals, Inflicts any one minor positive status effect, This action's target regenerates 225,000 HP and is afflicted with any one minor positive status effect at the start of every round, Does not stack, Caster must be Level 20 or greater
Expert Alchemist's Greater Lunar Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 5,000,000 Gold) +28,200 Magical Attack, Heals, Inflicts any one minor positive status effect
Healing Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 120,000 Gold) +23,820 Magical Attack, Heals
Loveproof Vaccine- (Spell, Alchemy, Light & Darkness & Ice, 0 MP, 5,000,000 Gold) Target gains Immunity to Charm from sources below Level 60, Caster must be Level 20 or greater
Restorative Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 145,000 Gold) +23,790 Magical Attack, Heals, 30% cures any one minor status effect
Restorative Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 145,000 Gold) +23,790 Magical Attack, Heals, 30% cures any one minor status effect
w/ Rainbow Element-Shifted: Energy- This item's element becomes solely Energy, Quest Enchantment
Lunar Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 450,000 Gold) +24,150 Magical Attack, Heals, 15% inflicts any one minor positive status effect
Lunar Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 450,000 Gold) +24,150 Magical Attack, Heals, 15% inflicts any one minor positive status effect
w/ Rainbow Element-Shifted: Energy- This item's element becomes solely Energy, Quest Enchantment
Miracle Cure (2)- (Spell, Alchemy, Light & Magic & Technology, 709,260 MP, 80,000,000 Gold) 30% Cures Plague from a source below Level 90
Mother's Milk- (Spell, Alchemy, Life, 9,280 MP, 85,000,000 Gold) +104,700 Magical Attack, Heals, +8,000 to all stats, stacks 2 times, only affects caster's summons
Potent Lunar Concoction- (Spell, Alchemy, Light & Magic, 0 MP, 6,000,000 Gold) +29,700 Magical Attack, Heals, 50% inflicts any one minor positive status effect
Resurgent Lunar All-Curative- (Spell, Alchemy, Light & Magic, 5,909,260 MP, 60,000,000 Gold) +83,700 Magical Attack, Heals, 60% inflicts any one minor positive status effect, Cures all minor and moderate negative status effects, This action repeats itself at the start of each round if it is entirely non-offensive and none of its user's other actions have already repeated on the same round
Alchemically Enhance Poisons- (Spell, Alchemy, Acid, 0 MP, 5,000,000 Gold) Target's chances of inflicting Poison are increased by 15%, Stacks 3 times
Alchemic Toxin- (Spell, Alchemy, Acid, 0 MP, 5,000,000 Gold) 60% inflicts Poison
Love Potion- (Spell, Alchemy, Light & Fire, 0 MP, 5,000,000 Gold) 80% inflicts Charm: Lovestruck
Lust Potion- (Spell, Alchemy, Darkness & Fire, 0 MP, 5,000,000 Gold) 80% inflicts Charm: Lust
Sticky Sap- (Spell, Alchemy, Earth, 0 MP, 20,000 Gold) 30% inflicts Paralyzed
Produce Bottled Moondouble- (Spell, Alchemy, Light & Magic, 0 MP, 2,000,000 Gold) Target, if in a Zone of Light, a Zone of Darkness, or a Zone of Magic, or if the terrain or phantom terrain is Moon, gains an action immediately after this action if no opponent is Level 60 or greater, This spell may not, across all copies, grant more than 3 extra actions per round
Plastic Surgeon's Formula- (Spell, Alchemy, Technology, 0 MP, 300,000 Gold) The name of target Human or Humanoid who is either willing or below Level 40 is replaced with the name of any Human or Humanoid below Level 40 that is normally fightable for drops on the Enemy List
Transformative Alchemic Mutagen: Beasts- (Spell, Alchemy, Acid & Earth, 0 MP, 20,000,000 Gold) Caster transforms into an Animal of equal or lower Level that is normally fightable for drops on the Enemy List that is below Level 40
Transformative Alchemic Mutagen: Horrors- (Spell, Alchemy, Acid & Earth, 0 MP, 20,000,000 Gold) Caster transforms into an Bio-Horror of equal or lower Level that is normally fightable for drops on the Enemy List that is below Level 40
Transformative Alchemic Mutagen: Oozes- (Spell, Alchemy, Acid & Earth, 0 MP, 20,000,000 Gold) Caster transforms into an Ooze of equal or lower Level that is normally fightable for drops on the Enemy List that is below Level 40
Alchemic Mutagen- (Spell, Alchemy, Acid, 0 MP, 500,000 Gold) +500 STR, +500 CON, +500 AGI, 15% inflicts Confusion: Berserk, stacks 3 times
Create Greater Liquor of Agility- (Spell, Alchemy, Water & Magic & Light, 0 MP, 5,000,000 Gold) +2,500 AGI, does not stack, lasts 100 rounds
Create Greater Liquor of Defense- (Spell, Alchemy, Earth & Magic & Light, 0 MP, 5,000,000 Gold) +2,500 Defense, does not stack, lasts 100 rounds
Create Greater Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 0 MP, 5,000,000 Gold) +2,500 MIN, does not stack, lasts 100 rounds
Create Greater Liquor of Spirit- (Spell, Alchemy, Water & Magic & Light, 0 MP, 5,000,000 Gold) +2,500 SPI, does not stack, lasts 100 rounds
Create Liquor of Agility- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 AGI, stacks 5 times, lasts 50 rounds
Create Liquor of Constitution- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 CON, stacks 5 times, lasts 50 rounds
Create Liquor of Health- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 Magical Attack, Heals
Create Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 MIN, stacks 5 times, lasts 50 rounds
Create Liquor of Spirit- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 SPI, stacks 5 times, lasts 50 rounds
Create Liquor of Strength- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 STR, stacks 5 times, lasts 50 rounds
Create Manly Liquor of Strength- (Spell, Alchemy, Physical, 0 MP, 12,000,000 Gold) +1,200 STR, stacks 2 times, lasts 20 rounds
Create Minor Liquor of Agility- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +20 AGI, stacks 20 times, lasts 20 turns
Create Minor Liquor of Constitution- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +20 CON, stacks 20 times, lasts 20 turns
Create Minor Liquor of Health- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +25 Magical Attack, Heals
Create Minor Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +20 MIN, stacks 20 times, lasts 20 turns
Create Minor Liquor of Spirit- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +20 SPI, stacks 20 times, lasts 20 turns
Create Minor Liquor of Strength- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +20 STR, stacks 20 times, lasts 20 turns
Improved Childform Elixir- (Spell, Alchemy, Light & Magic, 0 MP, 12,400,000 Gold) +600 AGI, +600 SPI, Cures Fatigued: Elderly, Target gains Fatigued: Elderly Immunity, does not stack
Craft Glowing Orange Lizard Tail Elixir- (Spell, Alchemy, Energy, 0 MP, 30,000 Gold) Creates 1 Glowing Orange Lizard Tail Elixir for 1,490 Gold and 0 XP
Craft Krazy Mystery Elixer- (Spell, Alchemy, Water & Earth, 0 MP, 15,000,000 Gold) Caster creates 1 'Krazy Mystery Elixer' for 2,499,490 Gold and 199,490 XP
Mass Produce Confusion Potions- (Spell, Alchemy, Magic, 0 MP, 200,000 Gold) Caster creates 200 Confusion Potion for 199,490 Gold and 19,490 XP
Pets-
Adoragoat- (Summoned)
Level 1
Animal, Air
HP- 255
MP- 255
STR- 18
AGI- 24
CON- 22
MIN- 18
SPI- 18
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 20
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 1%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
Giant Anime Eyes- Possessor gains 120% to Hit, 100% Impaired: Blind Weakness, and all of target's chances of inflicting Charm are increased by 5%, Constant Effect
Abilities-
Head Butt- 45 Damage, Physical, 0 MP
Gnaw- 40 Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Adoragaze- 5% inflicts Charm, Air & Light, 5 MP
Battle-Hardened Warrior-Goat- (Summoned)
Level 20
Animal, Physical
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 20
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Confusion: Fear Immunity, 40% Minor Status Effect Resistance, 20% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Goat Tactician- Possessor's allies whose name includes 'Goat' gain +# to all stats and gain +#% To Hit, with this effect not stacking, Constant Effect
Partial Plate Armor- Possessor gains +# Defense, Constant Effect
Kickass Eyepatch- Possessor's actions may gain '50% inflicts Charm: Impressed', Possessor gains +# to all stats, Whenever an individual below Level 40 would inflict Impaired: Blind on possessor, there is a 50% chance that it is not inflicted, Constant Effect
Abilities-
Head Butt- # Damage, 60% inflicts Fatigued: Stun, Physical or Fire, 0 MP
Gnaw- # Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Mouth-Held Greatblade- # Damage, this action gains +#% Critical, 1 hit against 3, Physical, 0 MP
Blazewool Goat- (Summoned)
Level 10
Animal, Fire
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 10
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
Hot Commodity- Possessor may deal # Flat Fire element Damage to each individual that targets it with an attack at the end of each such attack, Constant Effect
Abilities-
Head Butt- # Damage, 40% inflicts Fatigued: Stun, Physical or Fire, 0 MP
Gnaw- # Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Flame Roll- # Damage, 30% inflicts Burning, 30% inflicts Confusion, Fire or Fire & Physical, # MP
Doom-Eye Goat- (Summoned)
Level 30
Animal, Magic
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 25
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Impaired: Blind Immunity, 60% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Head Butt- # Damage, 60% inflicts Fatigued: Stun, Physical or Fire, 0 MP
Gnaw- # Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Doom Eyes- # Damage, Target obtains -# to all stats as a debuff that stacks 10 times, Magic or Darkness or any combination of base elements (excluding Hope), # MP
Wide-Eyed Stare- # Damage, 1 hit against 60 targets in the same row, Magic or Darkness, # MP
Dracogoat- (Summoned)
Level 15
Animal, Fire
HP- 140,000
MP- 130,000
STR- 1,900
AGI- 2,200
CON- 2,200
MIN- 1,500
SPI- 1,500
XP- 1,000,000
XP Needed- 100,000 (Standard Multiplier x2)
Minimum Level- 15
Defense- 3,000
Defense against Stat Damage- 0
Critical Chance- 22%
Resilience- 20%
To Hit- 120%
Dodge- 22%
Resistances and Immunities- None
Prime Attribute- Two Highest Stats
Constant Effects-
Goat Dragon- Possessor gains the subtype Dragon, Constant Effect
Abilities-
Head Butt- 6,000 Damage, Physical, 0 MP
Gnaw- 8,000 Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Flame Breath- 10,000 Damage, 30% inflicts Burning, 1 hit against 5, deals 1/2 Damage, Fire, 10,000 MP
Giant Goat- (Summoned)
Level 20
Animal, Earth
HP- 177,000
MP- 130,000
STR- 2,700
AGI- 2,200
CON- 2,300
MIN- 1,800
SPI- 1,700
XP- 0
XP Needed- 95,000 (Standard Multiplier x1)
Minimum Level- 20
Defense- 1,850
Defense against Stat Damage- 144
Critical Chance- 23%
Resilience- 26%
To Hit- 125%
Dodge- 17%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
Large- Possessor gains +1,500 STR, +1,500 CON, +200,000 HP, deals 10,000 additional Damage, and may count as up to 5 individuals for row-order purposes, Constant Effect
Abilities-
Head Butt- 8,500 Damage, Physical, 0 MP
Gnaw- 6,000 Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Stomp- 4,000 Damage, 50% inflicts Fatigued: Stun, 1 hit against 10, Physical & Earth, 0 MP
Goat Glare- 30% inflicts Confusion: Fear: Disconcerted, Air & Physical & Darkness, 50 MP
Ghostfleece Goat- (Summoned)
Level 7
Animal, Darkness
HP- 17,000
MP- 18,000
STR- 320
AGI- 340
CON- 340
MIN- 330
SPI- 350
XP- 500,000
XP Needed- 15,000 (Standard Multiplier x1)
Minimum Level- 7
Defense- 350
Defense against Stat Damage- 10
Critical Chance- 7%
Resilience- 4%
To Hit- 107%
Dodge- 11%
Resistances and Immunities- 60% Darkness Resistance, 60% Ice Resistance, Immune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Spirit
Constant Effects-
Ghostly- Possessor gains +20% Dodge and +20% Resilience, Possessor may choose at the beginning of a thread to gain the subtype Undead, Constant Effect
Abilities-
Phantom Head Butt- 1,700 Damage, Physical, 0 MP
Bite- 1,600 Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Cold Wave- 2,000 Damage, Deals 1/3 Damage, 1 hit against 3, Ice & Darkness, 0 MP
Become Mistlike- Caster gains +45% Dodge, does not stack, Air & Darkness, 1,500 MP
Phantom Freeze- 30% inflicts Frozen, 30% inflicts Voidstruck, Ice & Darkness, 500 MP
Goat Philosopher- (Summoned)
Level 25
Animal, Air
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 25
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Confusion Immunity, 50% Minor Status Effect Resistance, 25% Moderate Status Effect Resistance
Prime Attribute- Mind
Constant Effects-
Goat Philosopher- Possessor's allies whose name includes 'Goat' gain +# MIN and gain +#% Resilience against Psychic-element actions, with this effect not stacking, Constant Effect
Intelligent and Pensive, but Rather Hard to Understand Because He Only Speaks Goat- Possessor's allies gain +# MIN as a non-stacking effect, Possessor gains +# MIN, Possessor may not provide non-Animal individuals with stat boosts, Resilience boosts, or buffs, Constant Effect
Abilities-
Head Butt- # Damage, 60% inflicts Fatigued: Stun, Physical or Fire, 0 MP
To Gnaw Or Not To Gnaw- # Damage, Deals 1/2 Damage, May deal HP Drain, May deal no Damage, Physical, 0 MP
Advise- Target obtains +# MIN, stacks 5 times, Psychic, # MP
Mechagoat- (Summoned)
Level 15
Animal, Technology
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 15
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
Robogoat- Possessor gains the subtype Robot, Constant Effect
Integrated Targeting System- Possessor gains +#% To Hit, Constant Effect
Automated Mountainside Stabilization Mechanism- Possessor gains +#% Dodge and Fatigued Immunity if the Terrain or Phantom Terrain is Mountains, Constant Effect
Abilities-
Head Butt- # Damage, 40% inflicts Fatigued: Stun, Physical or Fire, 0 MP
Gunhorns- # Damage, 15% this action gains '2 hits against 1', Technology, 0 MP
Deploy Missile- # Damage, 1 hit against 30, Fire & Technology, # MP
Oblong Goat- (Summoned)
Level 24
Abstract, Magic & Light & Earth & Water
HP- 2,000,004
MP- 715,120
STR- 2,047
AGI- 2,047
CON- 6,247
MIN- 2,047
SPI- 2,047
XP- 0
XP Needed- 2,805,000 (Standard Multiplier x2)
Minimum Level- 24
Defense- 2,047
Defense against Stat Damage- 2,047
Critical Chance- 24%
Resilience- 24%
To Hit- 124%
Dodge- 24%
Resistances and Immunities- Ice Immunity, 73% Acid Resistance, 50% Air Resistance, Confusion Immunity, Stat Drain Immunity, Frozen Immunity, Voidstruck Immunity, Overload Immunity, Dissolving Immunity
Prime Attribute- Constitution
Constant Effects-
Fancy Teamaster- Possessor's Abstract allies (including possessor) are cured of one minor negative status effect at the start of every round, Constant Effect
Abilities-
!!@ = GOAT- Inflicts three random minor negative status effects, -800 CON, -800 AGI, stacks 5 times, Magic & Earth & Life, 0 MP
G0000000000000000000000000000000000000AT- 2,400 Damage, 480 CON Damage, Caster gains +2,047 CON, lasts 37 rounds, stacks 4 times, Chaos & Air & Technology, 0 MP
Teatime- Caster's Abstract allies are cured of one minor or moderate negative status effect from a source below Level 45, Earth & Water & Air, 65,432 MP
G0@+ Graphics- All individuals in battle that are non-unique and below caster's Level (to a max of Level 60) have their subtype changed to Abstract, have their Prime Attribute changed to Constitution if they already possess a Prime Attribute, and have Constitution become their turn-order-determining stat, does not stack, lasts 15 rounds, Chaos & Earth & Hax & Technology, 111,111 MP
Ordinary Goat- (Summoned)
Level 1
Animal, Earth
HP- 225
MP- 225
STR- 17
AGI- 21
CON- 20
MIN- 17
SPI- 17
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 22
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 1%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Head Butt- 45 Damage, Physical, 0 MP
Gnaw- 40 Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Goat Glare- 1% inflicts Confusion: Fear: Disconcerted, Air & Physical & Darkness, 4 MP
Regal Goat- (Summoned)
Level 35
Animal, Nobility
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 35
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Impaired: Blind Immunity, 70% Minor Status Effect Resistance, 35% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Goat-Ruler- Non-unique individuals below Level 30 whose name includes 'Goat' may not perform actions without possessor's permission, Constant Effect
Goatking- Possessor's allies whose name includes 'Goat' gain +# to all stats as a non-stacking bonus, Constant Effect
Abilities-
Head Butt- # Damage, 60% inflicts Fatigued: Stun, Physical or Fire, 0 MP
Gnaw in a Dignified Manner- # Damage, Deals 1/2 Damage, Deals HP Drain, Physical or Nobility, 0 MP
Direct Goat- Target individual whose name includes 'Goat' gains an action immediately after this action, Nobility, # MP
Sonic Goat-
Level 35
Animal, Sonic
HP- 575,000
MP- 585,000
STR- 7,200
AGI- 7,800
CON- 7,400
MIN- 6,900
SPI- 7,000
Defense- 5,000
Defense against Stat Damage- 400
Critical Chance- 40%
To Hit- 140%
Dodge- 40%
Resilience- 28%
Resistances and Immunities- Sonic Immunity, Air Immunity, 90% Technology Resistance, 50% Physical Resistance, Confusion Immunity, 40% Minor Status Effect Resistance
Prime Attribute- Agility + Spirit
Constant Effects-
Sonic Goathopping- Possessor gains +15,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor is Sonic element, Constant Effect
Supersonic Bleat- Quantities of Sonic element Damage dealt by possessor are increased by 20,000 points and pierce 30,000 Defense, Constant Effect
Sonic Deflection Field- Possessor gains a 70% chance of ignoring offensive actions from sources of lower Level, Constant Effect
Weirdly Tough- Possessor gains +6,000 to all stats, +30% Critical, +30% Dodge, +30% To Hit, and +30% Resilience, Constant Effect
Abilities-
Sonic Bleating- 26,000 Damage, Pierces 52,000 Defense, Sonic, 0 MP
Sonic Jump- 31,000 Damage, Deals full Damage to targets below Level 80 in the back row, Sonic, 0 MP
Building-Breaking Goat-Call- 20,000 Damage, deals double Damage to Large Structures below Level 60 (to a max of 2,000,000,000 added Damage), 30% summons 1-5 Sonic Goat, Sonic, 80,000 MP
Tall-Legged Goat- (Summoned)
Level 5
Animal, Earth
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
Stilt-Legs- Possessor deals full Damage to targets below Level 10 in the back row, Constant Effect
Abilities-
Head Butt- # Damage, Physical, 0 MP
Gnaw- # Damage, Deals 1/2 Damage, Deals HP Drain, Physical, 0 MP
Goat Glare- 5% inflicts Confusion: Fear: Disconcerted, Air & Physical & Darkness, % MP
Offer an Excellent Vantage Point- Caster's controller (if such an individual exists) scans the stats of target, Air & Physical, # MP
Weregoat
Level 29
Shapeshifter, Earth
HP- 510,000
MP- 400,000
STR- 5,000
AGI- 5,000
CON- 5,000
MIN- 4,300
SPI- 4,200
XP- 0
Defense- 3,800
Defense against Stat Damage- 350
Critical Chance- 33%
Resilience- 41%
To Hit- 133%
Dodge- 35%
Resistances and Immunities- 70% Physical Resistance, 50% Darkness Resistance, 50% Earth Resistance, 50% Light Weakness, Diseased Immunity, Stat Drain Immunity, 20% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Stubborn Tenacity- +5,000 STR, +40% Resilience, Constant Effect
Regenearation- Possessor regenerates 30,000 HP at the start of each round, Constant Effect
Pack Hunter- Possessor gets +500 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies, Constant Effect
Tenacity- Possessor has a 20% chance of ignoring the effects of offensive actions by individuals below Level 20, Constant Effect
Abilities-
Head Butt- 16,000 Damage, 80% inflicts Fatigued: Stun, 20% inflicts Fatigued: Prone, Physical, 0 MP
Devour- 16,000 Damage, Deals HP Drain, 0 MP
Moonlight Rave- Caster gains +8,000 to all stats and an additional action every round as a buff that only is in effect while its possessor is in a Chronogeomantic Zone of Night, with said buff's text only being alterable while possessor is in a Chronogeomantic Zone of Night, does not stack, Darkness & Physical & Light, 60,000 MP
Headbutt Rush- 16,000 Damage, 60% inflicts Fatigued: Prone, this action may not be countered by sources below Level 40, Physical or Earth or Darkness, 10,000 MP
Call Herd- 50% Summons 1-5 Weregoat (randomly determined), Max 30 Summoned, Earth & Air & Darkness, 300,000 MP
Transformations-
Modified Stats wrote:HP: 1,334,200
MP: 809,200
STR: 5,780 (Capped)
AGI: 8,220 (Capped)
CON: 9,000 (Capped)
MIN: 12,000 (Capped)
SPI: 21,300 (Capped) (+5,200 for Turn-Order purposes)
Defense
Fatigued: Elderly Immunity
Fatigued: Sleep Immunity
Hexed Immunity
Poisoned: Irradiated Immunity
Confusion Immunity to sub-60 sources
Individuals below Level 20 may not inflict negative status effects on possessor
May Reflect Light element actions from sources below Level 40
If possessor does not possess any MIN or SPI Damage, possessor changes automatic instances of status effect infliction phrased as 'inflicts <status effect name>' with no percentile infliction chance that would be inflicted on possessor that come from sources below Level 60 into 100% infliction chances of said effects for said instances of infliction
30% Fire, Ice, Electrical, Chaos, Atomic and Tacky Resistance
20% Acid Resistance
10% Fire Resistance
5% Atomic Resistance
1% Azoth Resistance
1% Magic Resistance
1% Water Resistance
100% Minor Status Effect Resistance against Aerials below Level 80
40% Dissolving Resistance
20% Confusion: Depression Resistance
5% Poison Resistance
5% Poison Damage Resistance
5% Food Resistance
65% Resilience
85% Dodge (May move to the front or back row on dodge, 20% inflicts Charm: Impressed on any one target if an attack is dodged, max 20 times/round)
+5% Dodge vs individuals whose name includes 'Bull', 'Thunderbird', 'Humbaba', 'Lion', 'Scorpion', 'Giant', 'City', 'Cyclops', 'Scylla', 'Charybdis', or 'Witch'
+2% Dodge vs sub-60 enemies
+1% Dodge vs sub-45 enemies
+5% Dodge for 1 round on switching rows
+5% Dodge for the round on switching rows vs sub-60 enemies
Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
+108,570 Defense (+108,320 Defense if scanned)
+50 Defense (if possesses summons)
Defense may not be pierced by sources below Level 20
+60,000 Defense against Fire
+60,000 Defense against Ice
+60,000 Defense against Electrical
+30,000 Defense against Base Elements
+50 Defense against Azoth
+50 Defense against Fire
+50 Defense against Magic
+50 Defense against Water
+50 Defense against Will
+370 Defense against Stat Damage (+120 Defense if scanned)
Individuals who are an element whose name includes 'Experimental Element' obtain -15% Critical against possessor
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
If possessor is afflicted with Confusion: Depression, possessor may, at the beginning of a round, choose to regenerate 30,000 HP and be cured of Confusion: Depression
Gains +500 STR at the start of each round that possessor is in the same battle as an individual afflicted with Confusion: Depression
May choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element
Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Offense
124% To Hit
81% Critical
+6,750 Melee Attack
+58,575 Magical Attack
+25,530 Ranged Attack
+100 Melee Attack and +100 Ranged Attack against Back Row targets
+200 Ranged, Melee or Magical Attack to Healing attacks if they already possess such a bonus
50% inflicts Confusion
30% inflicts Impaired: Blind
15% Inflicts Charm
+5% Charm Inflict
+5% Charm on Bardic Music spells that inflict Charm
5% Charm on Bardic Music and Dance spells
Ignores 7% Azoth Resistance
Ignores 7% Tacky Resistance
Ignores 7% Will Resistance
Actions cannot be countered by opponents below Level 40
pierces 2,500 Defense of Large Structures
Large Structures below Level 60 gain -40% Resilience against possessor
May deal full Damage to targets below Level 20 that are in the back row
+500 damage for all attacks involving Hammers
Azoth damage increased by 5,550
Evolution damage increased by 5,550
Tacky damage increased by 5,550
Will damage increased by 5,550
Possessor's actions that hit at least 100 targets may hit an additional target
Start-of-Battle
30% chance of inflicting Charm: Impressed on each opponent at the start of battle
Round Effects
Regenerates 360,000 MP at the start of each round as a non-stacking effect
Possessor and each of possessor's allies may be healed for 55,500 points of Light-element HP Healing at the start of every round
May summon one Aerial below Level 60 that is normally fightable for drops on the Enemy List at the start of every round, max 5 summoned
May cure one ally of Charm or Confusion at the start of each round
May cure one ally of Charm or Confusion at the end of each round
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
At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
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.
Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Once per round, possessor, if wielding a Staff, may conduct a 'Melee Attack' action as a preemptive counter against the source of an action that would have a chance of inflicting Charm on possessor; if said counter deals Damage, said action may not inflict Charm
Support
+5% chance of curing a Minor Status Effect
Alchemy buffs cannot be removed by sources below Level 40
Counts as 3 levels higher for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Whenever possessor switches rows, may choose to have a 60% chance of inflicting Impaired: Blind or Impaired: Blind: Constant Glare on up to 20 opponents
May choose to ignore effects attached to zones by sources below Level 20
All spells cost 20 less MP
Alchemy spells cost 90,720 less MP, 510 less gold, 510 less XP, gain +23,700 Magical Attack and buff stats by an additional 300 points (stat-buff stacking 20 times across all buffs), Alchemy buffs with wearer as their source have their stat-point-increases increased by 500 points (to a max of 5,000 additional points per individual across all buffs) and cannot be removed by sources below Level 40
Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Gate Magic spells cost 650 less MP
Healer Magic spells cost 400 less MP, gain +2,460 Magical Attack and heal 500 more HP
Hypertech spells cost 60 less MP, gain +60 additional Magical Attack and may gain '30% inflicts Poison: Irradiated'
Leadership spells cost 260 less MP, affect 2 more targets if they already affect multiple targets
Ninjutsu spells gain +70 additional Magical Attack, +10 Ranged Attack, buff caster's stats by 55 more points per such stat, give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Summoner Magic spells cost 60 less MP, Summoner Magic Summons gain +260 to all stats
Transmutation spells cost 210 less MP, increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, increase stats by 50 additional points, increase Damage or Defense by an additional 40 more points
Spells that create Zones or allow individuals to exit battle cost possessor 250 less MP to cast
Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Potions heal an additional 40,000 HP or MP if they already heal HP or MP, gain +250 damage, +10 Stat Damage and +1% Minor Status Infliction if they already do so
Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use
Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 41,000 points
Lethal Item, Libram, Medicine, Potion, Powder, Scroll and Stored Spell Consumables have a 5% chance of not expending the first charge that they would expend for said use
+250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Ally Effects
Allies gain:
+20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
50% Confusion: Depression Resistance
May choose to ignore effects attached to zones by sources below Level 20
All possessor's summons gain +1,000 MP, have MP costs reduced by 100 MP
Azoth-element pets and summons gain +660 to all stats
Evolution-element pets and summons gain +550 to all stats
Fire-element pets and summons gain +300 to all stats
Magic-element pets and summons gain +300 to all stats
Tacky-element pets and summons gain +710 to all stats
Water-element pets and summons gain +300 to all stats
Will-element pets and summons gain +300 to all stats
Alchemy Summons gain +25 to all stats, +25 extra to all stats if Golems
Illusion Magic summons have 700 more HP, 60 more of each stat, last 2 rounds longer if they last over 1 round already, and require 275 more of the relevant stats to dispel
Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Aerial summons gain +3,500 to all stats as a non-stacking bonus
Animal summons gain +590 to all stats, +4,750 HP, +5,100 MP, +110 to damage dealt
Animal pets gain +570 to all stats, +2,350 HP, +600 MP, +110 to damage dealt
Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Golem, Clockwork 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
Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +210 to all stats
Shapeshifter pets and summons gain +600 HP, +600 MP, +110 to damage dealt, +60 to all stats and +50 damage to Physical element attacks
Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Also brought along:
The Wartime Boogie- (Spell, Dance, War, 150,000 MP, 25,000,000 Gold) 2,500 Flat War element MIN Damage, 2,500 Flat War element SAN Damage, inflicts Mindblasted: Stupefied on targets with 0 SAN, 30% inflicts Mindblasted: Losing Your Mind, 30% inflicts Confusion: Convinced It's DANCE TIME, targets below Level 50 become solely the element War, 1 hit against 50
Triplefabulous Heeldrop- (Spell, Unarmed Technique, Chaos & Glory & Wealth, 100,000 MP, 30,000,000 Gold) +30,000 Melee Attack, 33% inflicts Charm, 33% inflicts Charm: Impressed, 33% inflicts Charm: Lovestruck, 3% gains '3 hits against 1'
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
2 A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
2 Brain Glue- (Consumable, Medicine, Psychic & Physical, 1 Charge, 5,000,000 Gold) +5,000 MIN, Cures Confusion, Deals 500 Flat Psychic & Physical element MIN Healing, Cures Stat Drain: MIN Drain, Target gains Stat Drain: MIN Drain Immunity, Target gains +1,000 Defense against MIN Damage, does not stack
2 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
6 Sun Jellies- (Consumable, Food, Light & Hope & Fire, 3 Charges, 60,000,000 Gold) Deals 600,000 Flat Light & Hope & Fire element HP Healing and MP Healing, 100% inflicts Favored
5 Thunderbird Plume- (Consumable, Enchanted Item, Electrical, 1 Charge, 20,000,000 Gold) Either deals 1,000,000 Flat Electrical element damage or gives target a non-stacking buff that provides +2,000 STR
24 Empty Bottle- (Item, Material, Air, 20 Gold)
4 Empty Bottle- (Item, Material, Air, 20 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
============================================================================================================================================
"It is HE!"
The portal to Nexus from Indrasena abruptly erupts into a burst of doves (which, in turn erupt into confetti and fireworks), sparkles and trumpet fanfares!
Then come the goats. So many goats. Tall goats. Short goats. Robot goats. Dragon goats. Goats that are on fire, and goats that are undead, phasing through the walls and pillars. Goat-ish oblong things that bleat in ASCII. Goats in battle armour with greatswords in their mouths, and wise-looking goats standing beside them. Half-human weregoats. Goats that blur as they move, such is their speed.
And then, atop the most regal goat of all, HE ARRIVES.
"Which is ME!"
Resplendent in sparkling diamond-and-omega-rhinestone-sequined labcoat which is far, far shinier than any garment ought to be, DOCTOR MIRACLES (for it is he) perches dramatically with arms outstretched, cloak that bridges fiction and reality (which is also made of birds and legends and bird-legends which are also alive because WONDERMENT) billowing and CAWing majestically behind him in all colours of the bird-rainbow and clashing wonderfully with his electric-neon-green and blazing orange waistcoat-suit-and-tie combo that perfectly matches his absurd, spiky orange hair and bizarrely large eyebrows. Atop his head, above the medical-reflector-eyepatch, is a hat. Oh the majesty and detail of his hat. Oh the sheer gaudy tackiness of his hat. It stands a full twelve-layers tall, each adorned with a wide range of rhinestone sizes and birds. Condors are on it. Bald eagles are on it. Vultures are on it. Stones the size of a man's head are on it. Stones shaped like little rhinestone skulls are on it, each giving off a strangely ominous aura. On one tier perches a red-and-white-striped-cigar-smoking goose who just *dares* anyone to mess with his boss. Atop it are two massive, red feathers that burn the color of life itself.
In one hand, he holds a long, silver staff tipped with a figurine-like dead walrus with 'x'-eyes that holds a sprig of mistletoe. Above it orbit four golden diamonds with brief trails of color behind them, giving it a simultaneous appearance of 'holy' and 'dazed out of its mind'. In the other is a golden rod with a goat's head atop it that bears over-sized, curling, white horns and has a beard of shimmering golden wire. Slung from a shoulder is a bizarre fish-shaped horn-instrument that sparkles with the promise of wishes.
Rattling and clanking as he shifts from pose to sexy pose are the contents of his astounding coat- a silver alchemist's flask with an iridescent sheen to it, covered in geometric-pattern-like grooves, and an even more impressive array of bottles, potions, flasks, droughts, vials, cordials, elixirs, and assorted alchemical ingredients.
"That is I, DOCTOR MIRACLES!"
He is awe-inspiring. He is magnificent. He is utterly, utterly ridiculous.
Pathaky wrote:Sun Sep 20, 2015 10:44 am
The portal opens into a high-ceilinged hall of pale yellow stone, rows of golden statues (now covered with birds and confetti and CAW) draped with red sashes are posed welcomingly, guiding the visitor through the vaulted hall toward a massive set of stone doors. The floor is a checkerboard of the same dusty stone as the walls and a darker stone, while the high ceiling above sparkles with patterns of inlaid gold. A pair of tall, well built deva flank the door, dressed in multicolored robes and turbans. Naked scimitars hang conspicuously at their belts, and the astute observer can see the very edges of a series of extensive tattoos on the devas’ necks, extending out of sight beneath their robes. At the absolutely INSANE commotion coming from the portal, the deva draw their scimitars warningly. Their tattoos begin to shine with chromatic light. The Golden Statues turn to face DR. MIRACLES, welcoming faces sliding into a more neutral expression. A smaller deva, similarly dressed in layers of multicolored silks,rushes into the hall from a smaller door beside the portal, hand holding a half-wrapped turban on his head. He takes one look at the absolute cacophony pouring through the portal, twists a jeweled ring on his thumb, and is suddenly a great deal taller and more put together, a halo of fire dancing delicately around the deva's head. He plants himself in front of the portal, pushing aside goats and birds and the MORE goats. He clears his throat three times, each time sounding like a peal of thunder reverberating through the suddenly-crowded hall, and bows deeply without taking his eyes off of DR. MIRACLES. His glance is equal parts warning and complete and absolute befuddlement.
"W-welcome, esteemed visitor, to Indrasena. You may call me Janma, The Greeter, The Welcomer of Guests, The Most Esteemed Officer of Immigration, and Master of the Portal. What manner of visit is this, pearl among parade leaders? How may this grub among greeters help you and your.....retinue?"
Aeromage wrote: The Doctor, still atop his regal goat, which is now somehow atop a small pyramid of assorted other goats, begins a flashy, sparkling pirouette.
"The VISIT of NOW is YES! HE"
The Doctor begins spinning in the other direction, just as rapidly,
"which is ME"
The rapid-spin grows yet more rapid and spangly,
"that is I, DOCTOR MIRACLES, have QUESTING and MAXIMUM SCIENCE!"
The pirouette ends with a flashy disco-finger-point-gesture and where on earth is that disco background music coming from? (Switching to Disco Legend Stance, gaining Tacky Element)
"There will be ALCHEMY! THE SCIENCE! Elemental AZOTH and EVOLUTIONS and WILLPOWER! The LOCATIONS OF YES are of NEED AND REQUIRE! LET US HAVE THE GOOD TIMES!"
A faint bleating heralds the arrival of a small rain of fluffy goats with overlarge eyes, providing a bizarre semi-dramatic backdrop for the exceptionally odd disco-man.
Pathaky wrote: The room, having determined that MIRACLES is an absurd visitor but not a threat, calms. The devic guards re-harness their scimitars. The golden statues regain their wide smiles and are still once more. Janma even shrinks a size or two, fiery halo fading away. He smooths his robes and carefully weaves his way through the tide of goats to a more conversational stance. That's when the music kicks in and Janma nearly jumps out of his robes.
"Uh, you certainly DO seem to have a stunning array of abstandard elements at your disposal, O gilded goatherd of grandeur! N-now, understand that here on Indrasena, Nonbase Elements suffer a certain dampening effect." Indeed, Dr. MIRACLES can already see that the confetti and glam-lights pouring from his every pore fade and vanish when they flit too far away from him. "As for locations of uh, YES, you'll have to be a little more specific. You are clearly an adventurer of some caliber, O masterful meanderer. Wish you to travel the grass-choked steppes of the south? Or the Bones of the World, as we call the lofty peaks surrounding the learned city of Aham-Tathata? Or perhaps you would brave the borders of the Desert of Heretics? These and 100,000 more locations are open to you, O trump of travelers."
Aeromage wrote:Sun Sep 20, 2015 5:02 pm
"DOCTOR MIRACLES-" The man strikes yet another bizarre pose, "-has the INTERESTING of ALCHEMIES and MEDICAL! HAVE YOU the SUCH and THING?"
Pathaky wrote: Janma snaps, and his rings glint with intellect.
"Aha, I think I understand a bit more now. You seek the wonders of Indrasenan medicine! The wonders of our alchemical pursuits! Well then. Let me direct you to a few choice locations, O parun of potions. The Acid Isles, a member-state of the Archipelago League, has divested much of it's time and effort into the development of new and powerful concoctions. Our fair city of Aham-Spurhana is a hub of commerce and trade, and as such, much of the best of everything makes it's way through this City of Rivers at one point or another. The Hermetic Society regulates the trade of such goods here, as well as developing their own. The Library of the Twin Loves in Aham-Tathata contains many, many tomes of lore. This most humble of doormen could not imagine what you would find there. Perhaps nothing? Perhaps precisely what you desire?"
Aeromage wrote: "WONDERMENT!"
The disco-doctor spins, music swelling and backside lighting up to accentuate the billowing sparkle of his gaudy labcoat.
"The DIRECTIONS of ACID is of REQUIRE, and SHOP IS COMMENCEMENT TIMES!"
Pathaky wrote: Janma is beginning to understand a bit more of the Doctor's dialect. He begins into a long-practiced spiel.
"I would recommend taking a steamship down the River Aavali. It should take ab-" He takes a long look at the disco-spouting mass of birds and goats, led by a man who can only be described by the words MAX-FORCE GLAM, and considers his effect on the crowded marketplaces of Aham-Spurhana. "You can use the Stepping Stone. That'll take you straight to the shared-capital of the Archipelago League, Swatantra. From there chartering passage to The Acid Isles will be a breeze!"
Aeromage wrote: "DOCTOR MIRACLES shall STEPPING and AWAY! Be of the DIRECTIONS AND POINTING, GREETER of WELCOMES!"
[quote"Aeromage"]Pathaky wrote: Janma gives Dr. Miracle's Horde of Notions one more look-over and sweeps over to a door tucked away against one side of the hall. It opens into a small alcove dominated by (another) golden statue of what looks to be an over-sized boulderman, draped in silver robes and decorated with a scarlet stole. The statue is frozen in a becoming motion, a look of craggy warmth molded across his face. In front of the statue is a small dome of granite flecked with striations in every color of the rainbow, with stairs cut into one side, rising to the statue's waist. The whole affair is circled by a woven ring of black metal. Janma motions toward the dome.
"I've primed the Stone for travel to Swatantra. Simply ascend the stairs and step forward as if taking a leisurely stroll. May your travels be kind to you, O procurator of potions, apex of alchemists. May Indrasena's Arms carry you through your journeys. May the Eyes of Indrasena watch over your every step." The greeter bows deeply.
"MAGNIFICENCE!" The Doctor, now atop the regal goat which is, in turn, atop a Sonic Goat (which is itself atop a Dracogoat), gestures imperiously sideways, the goats completely ignoring the motion and trotting ahead up the stairs.
"DOCTOR MIRACLES is of REMOVAL and AWAY!"
Into the stepping stone he goes!
[/quote]
Pathaky wrote: The leaning tower of goatdom that is the Doctor's ride teeters up onto the stepping stone! As he climbs the steps to the top of the stone, it seems to rotate under him, giving him the uncomfortable impression of being about to slide off without actually moving. As he reaches the top of the Stone and steps forward, sparks flicker along the statue looming over the Stepping Stone, and the air sings with the latent presence of magic. The doctor feels his mind stretch apart from his body. He catches a flickering view of his own face, as if he was observing himself from about 3 feet away. Then there's a tremendous *SNAP*, and the Doctor, his Goats, and entire retinue are gone.
The Doctor's, or rather his goat's, final step continues, and the colors of a world's entire landscape flash before the Doctor's eyes. The green of sticky jungles, the red of an arid mesa, the deep, deep blue of something that looks like a palace made entirely of water. The colors flash by faster and faster until they blend into a maddening rainbow of terrain.
Then it's over.
The doctor finds himself propelled from the rusted belly of an empty cast-iron pot face-first into a sand-dune. Behind him, he hears muffled bleating and feels several soft impacts what he assumes are several of his goats spill out after him, onto him.
Aeromage wrote: There's a momentary shuffling about as a sequin-sleeved arm raises from the pile of sand and goats, fingers clicking and assuming a disco-point. Immediately, the whole pile surges upwards as the Doctor's animal-training skill works its magic, propelling him to the top of an impromptu goat-pyramid to allow the flashy physician to escape the sand and survey the landscape in which he now finds himself, still resolutely disco-point-posing!
Pathaky wrote: DOCTOR MIRACLES resumes his stance at the top of the Goatpile! It is discolicious! His surroundings are....less so.
Dr. MIRACLES surveys the countryside! He's surrounded by sand. Lots of sand! Slowly shifting dunes spread as far as the Doctor can see, spreading into the horizon like a hot quilt of devastation. The sun, massive and orange, beats down like an oppressive eye out of a nearly cloudless sky. The pot that he emerged from is old, rust-ridden, and currently being clutched by the desiccated corpse of a robed figure. MIRACLES can barely see the bone-white gleam of teeth jutting from under the hood. The figure has a mouldering satchel around his back.
In the distance, Dr. MIRACLES spots a strangely static area of clouds, especially when compared to the sun-soaked emptiness of his immediate surroundings.
Quick question-- What kind of stat defense does MIRACLES have? Specifically, MIN defense.
Aeromage wrote: +370 Defense against Stat Damage. He's also got a sub-60 Confusion immunity, Will-Powered Infliction Block (if there's a status effect in play), and Brain Glue (if it becomes apparent that MIN Drain is going to start attacking him).
One of the goats is directed to bring him the satchel as the sparkling disco-doc switches mounts to a Sonic Goat.
Pathaky wrote: The Good Doctor doesn't notice any adverse effects from the Desert *yet*. He does feel a sort of velcro-scratch across the faintest feathery corners of his brain. He gets the feeling that the longer he remains here the worse it'll get. He switches to a goat built for SPEEEEEEEEEEEED.
The goat brings him the satchel! Inside are a book bound in a dark, very dry looking leather, and a severely yellowed scroll. The Doctor gets:
'The Meditations of Black Bhramar'- (Consumable, Libram, Fire & Psychic, Unlimited Charges, 5,000,000 Gold) Deals 70,000 Flat Fire & Psychic Damage to all foes and 150 MIN damage to User, 30% Inflicts Burning, 30% Inflicts Mindblasted.
Scroll of Sublime Quenching- (Consumable, Scroll, Water & Magic, 3 Charges, 1,00,000 Gold) User gains a buff that grants Fatigued: Dehydration Immunity, Burning (but not it's sub-effects) Immunity, and inflicts Fortified: Fire Warded and Regeneration.
The body clutching the iron pot begins to rattle and shake.
Aeromage wrote: With a waggle of his eyebrows and a whirl of his besequinned coat, the Doctor straddles the Sonic Goat, legs firmly locked around its torso. "The ITEMS of RECEPTION have ENCOUNTERING GRATITUDE! DOCTOR MIRACLES gives you the GOODBYES!"
The goats all, one after another, lock teeth (or bizarre equivalents, in the case of the Oblong and Mechagoats) around the tails of the goats in front, the forerunners in each bizarre conga-line being Sonic Goats variously mounted by either the Doctor or Weregoats. At another disco-point-click, the tandem-conga-train-chains of goats immediately blast off from the sandy stretch, a tumbling flask of viscous liquid left almost hanging in the air, impacting against the rattling bones with a gooey splutch noise (Sticky Sap- (Spell, Alchemy, Earth, 0 MP, 20,000 Gold) 30% inflicts Paralyzed)! This batch is experimental, however, the Doctor having used his talents for Mad Mixing to further add a 100% Paralysis chance on top of that (using up 2 Regenerative Extract in the process).
The Doctor's going to have his sonic-goat-conga-lines head for the stationary patch of cloud unless and until it shows to be threatening or that body somehow manages to follow at comparable speed.
Pathaky wrote: Just as the Doctor has arrived, he is gone, leaving behind a vial that explodes in a spray of sticky, sticky sap! The desiccated corpse shudders and flops over on the sand, vibrating. The Doctor juuuuuust catches a glimpse of something long and chitinous scything the sand where the body's legs should be, but the Doctor, astride a SONIC GOAT, leading a DISCO CONGA CONVOY of SONIC GOATS, is far too fast for the whatever-that-was to catch up, and the scene is swiftly abandoned.
(Those goats are silly-fast, by the way).
The dunes speed by, sand spraying everywhere as the goat-lines plow through them. The pressure on MIRACLE's MIND increases as they travel, an abrasive filter over his thoughts.
As they approach the patch of cloud, a settlement of some sort comes into view. "Settlement" being used very loosely. The buildings are mainly glorified tents, scrounged together from the extremely sparse wood the Desert offers and a myriad of scrap materials apparently brought out by survivors. A small watering hole marks the center of town. MIRACLES notices several figures hurridly duck into nearby shelters as the DISCO PARTYTACULAR comes to town.
Aeromage wrote: "DOCTOR MIRACLES has the ARRIVAL! Who is of the REQUIREMENT of MEDICAL and BOOST?!"
This mind-eroding is an annoyance, and no mistake. Fortunately, the Doctor came very, very prepared. While he awaits approaching settlers (if indeed there will be any), he mixes up and downs potion after mind-enhancing potion! But that's not all!
Using his skill as a Scientist, he shall discern what effects are preying on his mind!
Using his skill as a Healer and accredited physician, he seeks to devise a method to heal and protect against such devilish dementing!
Using his skill as an Alchemist, he shall whip up the most perfect of potions to do so!
Using the power of Azoth's Divine Philosophy, the alchemical agent of transformation, the universal solvent, and, most pertinently, the universal cure, he shall infuse it with the ability to bring both science and magic together in ULTIMATE MEDICINAL HARMONY!
Using the power of DISCO, he shall do all of this WHILST DOING A SEXY DANCE!
But that is STILL NOT ALL! For he has that item of UTMOST ALCHEMY, the FLASK OF MIRACLES to boost his potioneering pioneering! Not to mention his BLINGTASTIC LABCOAT OF MEGASPARKLE, which further improves his Mind-boosts!
Appropriate abilities: So very many. Here's a selection.
Adept Alchemy Attunement- (Passive Ability, Alchemist) Alchemy spells cost possessor 10,000 less MP to cast, Alchemy 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 Alchemy Spells, and may not be converted into other types of slots by individuals below Level 100
Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Potion Boost- (Passive Ability, Alchemist) Possessor's Alchemy spells whose name includes 'Potion' and possessor's Potion consumables that apply buffs to stats have said values increased by 50 points, to a max of 500 points across all stacked applications per individual.
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below
Accredited Physician- (Passive Ability, Healer) Possessor gains +500 MIN, Possessor counts as possessing 5 additional Healer abilities, Possessor deals 50,000 additional HP Healing
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
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,
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
He has Alchemy, too! So much of it!
Curative Lunar Eyedrops- (Spell, Alchemy, Light & Magic, 0 MP, 30,000,000 Gold) +53,700 Magical Attack, Heals HP, Cures all minor negative status effects
Expert Alchemist's Eternal Restorative- (Spell, Alchemy, Light & Magic, 45,260 MP, 22,500,000 Gold) +46,200 Magical Attack, Heals, Inflicts any one minor positive status effect, This action's target regenerates 225,000 HP and is afflicted with any one minor positive status effect at the start of every round, Does not stack, Caster must be Level 20 or greater
(Sticking Mind Restore and Stat Boost on himself)
Loveproof Vaccine- (Spell, Alchemy, Light & Darkness & Ice, 0 MP, 5,000,000 Gold) Target gains Immunity to Charm from sources below Level 60, Caster must be Level 20 or greater
(On the offchance this is Charm-based)
Create Greater Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 0 MP, 5,000,000 Gold) +2,500 MIN, does not stack, lasts 100 rounds
Create Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 0 MP, 500,000 Gold) +250 MIN, stacks 5 times, lasts 50 rounds
Create Minor Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 0 MP, 20,000 Gold) +20 MIN, stacks 20 times, lasts 20 turns
(all of the buffs are increased by his gear, too!)
*The MIRACLES Overcoat Of MEGASPARKLE- (Armor, Light Armor, Acid & Earth & Tacky, 36,000,000 Gold) +36,100 Defense, +36,000 AGI, +36,500 MIN, +36,200 SPI, 20% Acid Resistance, 20% Tacky Resistance, Wearer may Reflect Light element actions from sources below Level 40, Wearer gains 10 additional Consumable slots that may only carry Potions and may not be converted into other types of slots or used for purposes other than carrying items, Wearer gains 5 additional Spell slots that may only carry Alchemy and may not be converted into other types of slots or used for purposes other than carrying items, Alchemy spells cast by wearer that provide a Magical Attack Bonus gain +23,200 additional Magical Attack, Alchemy spells cast by wearer that buff stats do so by an additional 300 points, as an effect that stacks a max of 20 times across all affected buffs, Alchemy spells cost wearer 30,500 less MP to cast
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
*Flask of Miracles- (Accessory, Container, Magic & Acid & Light, 100,000,000 Gold) +50,000 MIN, +50,000 SPI, +500,000 MP, Alchemy spells cost wielder 50,000 less MP to cast, Wielder gains 50 spell slots that may only contain Alchemy spells, may not be used for purposes other than holding spells, and may not be converted into other types of slots, Wielder gains Fatigued: Elderly Immunity, 40% Dissolving Resistance, Wielder counts as possessing 5 additional Mahou Shoujo abilities and 5 additional Alchemist abilities
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
Ring of Extraworldly Alchemy that is Both Secret and OH SO SHINY- (Accessory, Ring, Magic & Spatial & Astral & Tacky, 56,000,000 Gold) +56,000 Magical Attack, +56,000 Defense, +56,000 to all stats, Wearer gains +500 additional points to each stat (to a max of 56,000 additional points) for each Alchemy spell equipped, Alchemy buffs with wearer as their source have their stat-point-increases increased by 500 points (to a max of 5,000 additional points per individual across all buffs) and cannot be removed by sources below Level 40, Wearer regenerates 360,000 MP at the start of each round as a non-stacking effect, Wearer's actions cannot be countered by opponents below Level 40, Wielder must be Level 20 or greater and must have the ability 'Alchemist'
Also on the offchance all that doesn't work, he can try moving his brain somewhere else to see if that lessens or confuses the effect:
Organ Rearranger- (Passive Ability, Healer) Possessor's 'Rearragne Organs' ability may effect unwilling individuals up to Level 60, Possessor's 'Rearrange Organs' ability gains the ability to provide +1,000 or -1,000 CON as a selectable option
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Pathaky wrote: MIRACLES doffs the SKILLS of SCIENTIST! With a bit of puzzling he's able to discern that the abrasive maddening effect is linked to the land itself, rather than a specific debuff or negative status effect. It's a feature of this place, as much as rain to a rainforest. He's able to further vector-calculate out that the effect will begin to worsen with time. It's negligible now, but the longer he spends here, the worse it will become.
However, MIRACLES is also an accomplished Doctor and Healer! He is able to determine just exactly the properties that a potion would need to bolster his mind against the effects of the Desert. It'd need to sever (or at least weaken) his connection to geomantic sources of mana, lessening his ability to pull extra juice out of the land to fuel his own magics. Conventional MIN defense and other such applications are just icing on the cake!
MIRACLES is an Alchemist Extraordinaire! He has several powerful uniques relating to the creation, care, and consumption of potions! He juggles the bottles together as his SEXY DANCE begins, taking a dram here, a swig there, shaking his hips wildly all the while, combining the disparate ingredients in a display of remarkable dexterity.
The air around Doctor Miracles glows with an alien light as the Divine Flame, Azoth, manifests in Indrasena for the first time. It suffuses the Doctor's creation with Azoth's myriad restorative and transmutative properties! The assembled potion quivers, every color of the rainbow running through it's liquid.
The doctor quaffs the creation (along with several other alchemical spell-creations he has, for good measure) with a final flourish and POINT of MAXIMUM SEXY.
He feels the abrasive mind-eroding presence retreat to a much-more manageable distant headache. He can't stop the Desert from wearing at his mind, but he can (very well, now that he knows the trick), repair the damage it does while bolstering the mind to better deal with it in the future. Temporary? Surely. Better than letting the Desert drive you insane? Even MORE surely.