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Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:11 pm
by Aeromage
This quest originally ran from Sep 17, 2015 to Sep 28, 2017.


Aeromage wrote: IT IS HE
Dr. 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!"
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.
[quote"Aeromage"]
"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.

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:16 pm
by Aeromage
Aeromage wrote: This success pleases the Doctor! The disco-man now takes the time to survey the settlement and its surroundings on the offchance something interesting is going on here or a situation that could use his MOST MAGNIFICENT EXPERTISE is at hand.
Pathaky wrote: The settlement is a ramshackle assemblage of lean-tos, tents, and other makeshift shelters, pieced together from whatever junk and scrap seemed to be on hand. Some tents are clearly covered by the stitched-together remnants of old clothes, and one lean-to is help up entirely by roped-together crutches. A perimeter of junk and rubbish stands in a rough semicircle around the shelters, blocking the worst of the shifting sands and stopping the dunes from completely overtaking the shelters. The stationary cloud MIRACLES noticed earlier keeps the whole place considerably cooler than the engulfing desert around them, and with his previous analaysis he can see that the Mindscraping effects of the Desert seem milder here than out in the blazing sun. Curious.

Several shapes make their way out of the largest tent, a proper canvas shelter embroidered with sun-faded designs and symbols. The first is covered head-to-toe in tattered robes, with a grime-matted beard reaching almost to the figure's waist. The other seems to have eschewed clothing altogether, apart from a similarly grimy loin-cloth. This is less weird than it could be though, due to the second figure being made entirely of sandblasted stone. Pin-like black eyes peer from a face smoothed by exposure. It's mouth is set in a grim line. It raises it's fists cautiously.
Aeromage wrote: The Doctor spreads his arms wide in response.
"DOCTOR MIRACLES gives the GREETING to YOU and YOU and THE FACE OF YOURSELF! Have you REQUIRE the MEDICAL? The MAGICAL? The MUSICAL TIMES OF GOOD AND PARTY?"

The addled alchemist gives a sparkling pirouette-into-flamboyant-pose atop his goat with each phrase, finishing with a double fingerpoint and waggling eyebrows.
Pathaky wrote: The stone-figure blinks. It opens it's mouth to talk but seems unable to speak. It makes a truly terrible noise that Dr. Miracles assumes is clearing it's throat. This time, the stone figure croaks in a barely audible dry rasp. "Ho, wayfarer. How sane are you?"

The stone figure's fists are still up. More ragged figures begin to crawl from the makeshift shelters, the whites of their wide, dirt-rimmed eyes glinting in the desert sun. One, a figure of indiscriminate gender with a hat pulled down over it's eyes, casts a hungry look at the doctor's goats.
Aeromage wrote: "DOCTOR MIRACLES is having SANITY! The SANDS OF BEFUDDLE being FAILURE against ALCHEMY and MEDICAL!"
The flashy pharmacist spins a potion-bottle on a finger as he beholds the rather sorry-looking bunch and the unfortunate state of their settlement.
"Do you WISHING ASSIST and ANTI-PROBLEMATIC?"
Pathaky wrote: If the stone-figure had eyebrows, they'd be raised to their upper limit at the Doctor. He turns to the bearded man, eyes questioning. "Even if what he's saying is only half nonsense..." The bearded man remains as inscrutable as ever. The stone-figure raises a hand toward Dr. MIRACLES.

"Uh, stay there."

He retreats into the tent and re-emerges carrying a shuddering figure. The figure is jabbering to itself, words and phrases of absolute nonsense, all while it jerks and shakes and shudders.

The stone figure gently places the figure (now visible as a desperately thin woman with lank black hair and sunken cheeks), on the sand in front of the goatxplosion that is The Doctor.

"Prove it. Heal her."
Aeromage wrote: The Doctor beholds the stricken woman, potion-bottle still spinning on one finger.
"DOCTOR MIRACLES has the VISION!"
The man quick-strikes a pair of disco poses, Flask of Miracles now in the other hand.
"HEALING TIMES ARE BEING COMMENCE!"

With a flurry of sequins and potion-bottles, the Doctor sets about repairing the damage to the woman's mind! He begins by applying Curative Lunar Eyedrops to clear any minor inflictions she might have, applies the Expert Alchemist's Greater Lunar Concoction to apply Stat Boost: MIN Boost, sprays the Expert Alchemist's Eternal Restorative on her to undo any starvation-damage and provide an eternally-present Mind Restore (along with constant health-regeneration), runs through his gamut of Mind-boosting potion-spells and finishes with his previously-successful Therapy-Alchemy-Azoth mind-shielding curative-technique, further boosting things by using up two Regenerative Extracts in order to activate his Improved Mad Mixing, thus adding yet more mind-boosting to the mix. If necessary, he'll also spend some XP to lock it in.

If that somehow fails (or it looks like she's still ailing), the Doctor's triumphant ending dance-pirouette flash-changes to a SUDDEN RUSH OF UTMOST MEDICAL CARE as he activates the Doctor's Sudden Medical Salvation-Rush in order to remove any and all negative status effects and debuffs that might still be on her.

If that doesn't work, the Doctor will spin, spin, spin a bottle with a label depicting a bisected brain with a plaster on it, launching it skywards and blowing it into a sparkling shower of mind-salving (and-saving) glitter, activating his prized Item-All ability to apply Brain Glue to everyone within reach (including himself).

If that doesn't work, he has FURTHER PLANS.
Pathaky wrote: Doctor MIRACLES begins his work on the stricken woman! He applies potions and poultices! Lunar-Eyedrops! Grand Concoctions! Restoratives! With each medicinal application, the woman seems to regain some of her bodily strength, face filling out, shuddering settling to an occasional twitch. The Desert's effect on her brain is less easily bucked, though. While Doctor MIRACLES did fix or prevent the Desert from grinding away much of his mind, it's had a much longer time to do it's work on this poor woman. He finds that his attempts through conventional medicine-and-alchemy aren't seeming to do much to restore the woman's mind so much as preserve it from deteriorating less. Whatever this Desert does to people's minds, it seems to stick preeeeety hardily. There's one thing the Doctor has that that's new though-- an element foreign to Indrasena entirely, a divine curative, a supreme transmutator, a sublime medicine. The Doctor has Azoth. As he adds flickers and motes of the Firey Water of Heaven to his curative regimen, the woman's eyes seem to become less cloudy. Slowly, very slowly, they regain focus. Her breathing slows, and she closes her eyes, an exhausted smile playing about her lips. She falls into a deep, deep slumber.

The watchers are stunned.

The stone-figure falls to its knees.

"Did you?......Is she.....?"
Aeromage wrote: The Doctor pirouettes in a flashing whirl of sequins.
"DOCTOR MIRACLES is of the PRESCRIPTION! The SLEEP of RESTING is of REQUIRE and FLUIDS upon THE AWAKEN! NO ACTIVITY of the VIGOR or SASSY for THE SEVEN DAYS OF COMMENCE!"

He stops, double-finger-pointing at the stone man. "There shall be THE MANY RECOVER! Are YOUR FACES the REQUIREMENT of FURTHER ATTENTIONS? Yes? The no?"
Pathaky wrote: The Doctor pirouettes in a flashing whirl of sequins.
"DOCTOR MIRACLES is of the PRESCRIPTION! The SLEEP of RESTING is of REQUIRE and FLUIDS upon THE AWAKEN! NO ACTIVITY of the VIGOR or SASSY for THE SEVEN DAYS OF COMMENCE!"

He stops, double-finger-pointing at the stone man. "There shall be THE MANY RECOVER! Are YOUR FACES the REQUIREMENT of FURTHER ATTENTIONS? Yes? The no?"

"Y-Yes! We ALL do." The stone man glances back to the bearded figure, who has locked his eyes, deep green and far too clear for someone that old, on the good Doctor. Does he have anything that blocks scans?

The whole population of the shambleshelters have emerged now. They're humans, deva, and a kind of canine beastman that the doctor doesn't quite recognize.

"Please. Come into the tent."

The stone-man motions toward the tent they came out from.
Aeromage wrote: The Doctor counts as Level 40 for the purpose of being scanned and has a few Illusionist abilities. Nothing too active in blocking scan attempts, however.

"THE FURTHER ATTENTIONS SHALL DELIVERY!" so saying, the Doctor moonwalks to the tent with the stony fellow.
Pathaky wrote: Doctor MIRACLES gets the feeling that the Bearded Man has taken his measure.

The floor inside the tent is a hard, glassy substance that seems like some kind of heat-fused sand. A wooden ladder down through a hole the floor. Sunlight filters through the smoke-hole at the top of the tent into a series of lenses, the refracted and focused beam centering on a metal bucket filled with boiling water. Several more cloth-wrapped figures lay huddled around the border of the tent. MIRACLES can hear moans echoing up from whatever lies below the tent.

"There are six invalids up here and... almost a dozen more below. Could you help them too?"
Aeromage wrote: "DOCTOR MIRACLES says to you THE YES! The MEDICAL of MIRACLE and WONDERMENT shall be OF THE COMMENCE!"

So saying, the Doctor launches into a surge of (literally) dancing activity, pulling potions out from within his shiny, shiny labcoat and setting about giving the various sufferers the same SUPREME TREATMENT he did the previous woman with just as much flamboyant flash and sparkle! With as much practice as he's getting at this procedure, he's sure to only improve!
Pathaky wrote: The good Doctor dances and spins and administers a truly staggering amount of MEDICINE of the YES! He gives the desert-wretches cure after cure, each in turn subsiding into a deep, calm, slumber. This has the added benefit of allowing the Doctor plenty of experience with using Azoth as a catalyst! He feels quite familiar with it by the end of his whirlwind cure-fest!

He gains:

-Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Posessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive Magical Attack or Cast a Spell action that is not Azoth element. Said action gains +10,000 Magical Attack, gains the element Azoth, may become solely Azoth element, and cures a debuff and a negative status effects from sources that are less than 10 levels higher than possessor.

(Lots of practice and good rolls mean abilities! Whee!)

In the afterglow of his medical efforts, the Bearded Man approaches MIRACLES, eyes as piercing as always. MIRACLES feels more than hears a voice echo through his mind, a voice like dark mahogany wood.

*Outlander. From whence do you bring such gifts?*
Aeromage wrote: The Doctor flashes the man a shining grin and a wink. "DOCTOR MIRACLES is of the TRAVEL with NEXUS! The CITY CENTRAL of DIMENSIONAL and QUEST! MULTIPLICATION PLACE and THING with THE LEVELS OF CIRCULAR!" another shining twirl. "The IMPORTANCE! ARENA of BATTLE TIMES and FIGHT is also OF THE LOCATION, and MANY WEALTHY CULMINATED!"
Pathaky wrote: *....Nexus. Indeed. We sad few must offer you our thanks, Outlander. If not for your aid, we would have all succumbed to this damnable madness. The Disciples of The Broken Man are all of us in your debt.*

He reaches out a gnarled, brown hand to the Doctor when the hard, fused-glass walls of the small room crack with a splintering noise. Sand begins to trickle into the makeshift hospital. Shouts can be heard from up on the surface, along with a long, loud hiss and the skittering sound of too many legs.
Aeromage wrote: The Doctor is having NONE OF THIS INTERRUPTION BUSINESS!
He re-ascends the ladder with astounding gymnastic grace, twirling the Goatrod like a baton in order to de-summon the lesser goats and call in the terrifying might of the Sonic Goat Brigade to deal with the offending gatecrasher.
Pathaky wrote: Minor goats are desummoned and sonic goats appear in their place with a poof of white fur and smoke as the DOCTOR races up the ladder, out of the now lop-sided tent, and into a charnel house. Outside, the bodies of settlers lay strewn around a long, sinuous black shape, all chitinous plates and segmented legs, it's body ending in a blunt, eyeless snout lined with thick, serrated mandibles. The massive centipede-monster's tail is tipped with a skeletal body that Dr. Miracles recognizes from earlier! It chatters as the monster sways, disturbingly animate. As the doctor leaves the tent the monster jerks it's head toward him, hissing! It bounds over the broken bodies and toward the Doctor!

Actions?
Aeromage wrote: The Doctor has already taken to the air, and with him the entire force of Sonic Goats, a jumbled silhouette against the cloud-hazed sky!

"MIRACLES WONDER GOATFORCE HAIL PROGRESSION!"

With a resounding, unanimous BAAAAH that shakes the sands and sends the very air itself atremble, the goats descend. Goat after goat after goat, all conducted and synchronised by the Doctor's more-than-able direction and training, all ludicrously potent for their level, all utilising their full sonic speed and force to slam into the creature's head, space-between-segments, legs and joints with ludicrous force!

Sonic Jump- 51,110 Damage, Pierces 52,000 Defense, Deals full Damage to targets below Level 80 in the back row, Sonic, 0 MP

"AND"

The sky, now free of goats, offers a magnificent view of the blinding cloud of sparkles that is the Doctor. His MEGASPARKLE coat has deployed to its full red-carpet-mode length, filling the void with a long, banner of sequins and shining white fabric. His radiant cloak of WONDERMENT AND CAW fills the rest of the void, providing a blazing red-and-gold backdrop to the sparkling river of white, already spawning birds as powerful as he can possibly control (but no more than that, and brought to heel further by his astounding Hat). His lithe form spins and spins amidst the blaze and shimmer, building up momentum in improbably-weightless-looking motion.

And his face.

Oh, his face.

The normally permanently-smiling Doctor's visage is a mask of sheer, resolute fury, eyes glowing with rage and salsa. Oh, such salsa. But it is not the salsa that is the issue here.
It is his legs, sparkling and glittering with such resplendant fabulosity that it would make men weep thrice over.

"MIRACLES REGRETFUL HAUNTING TRIPLEFABULOUS SPINKICK"

The Doctor descends, and with him plunges the maelstrom of feathers, birds and sequins, still spinning, legs tucked in at the very last moment to make not a kick, but a knee-strike of bone-chilling force. The sorrow of the fallen, the sorrow of those who witnessed such slaughter bouy him as he hurtles ever-downwards, poised to make a solid impact on the back of the thing's head, SUMMONING FORTH THE SPIRITS OF THOSE DEPARTED TO EXACT THEIR VENGEANCE.


Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
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

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
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.

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'
Pathaky wrote: The centipede-creature bounds toward Doctor Miracles, a black blur of hissing malice! Unfortunately, it runs directly into a wall of amplified POWERBLEATS as the Doctor's cadre of Sonic Goats absolutely pummel it with force, halting it's momentum entirely! It hurtles backwards, finally stopping itself by coiling upon itself, ring after ring after ring of black bands straining as bits of black chitin begin to slough away under the Sonic Goat's onslaught!

The Doctor takes to the air, spinning in a bewildering array of birds and red-carpet and ANGER before dropping with a truly, truly staggering kick, fueled by the anguish of the Desert Heretics, the spirits of the recently departed, and TRIPLE-Fabulousness!!

The kick lands squarely on the back of the creature's neck, driving the centipede-thing's head directly into the sand! The impact doesn't stop there, though! The centipede's head snaps back up from the force of the blow, only to be met again by the Doctor's Stupendous Knee! It snaps back into the ground, where it happens again! After the third blow, the creature's head lays at the bottom of a crater of sand cracked and oozing ichor, having taken massive damage.

While the Doctor tackled the beast's head, though, it's tail was busy. The skeleton wrapped around the monster's tail locks eyes with the doctor, and MIRACLES can see that the skull's eyes shine with pinpricks of sickly yellow light. It points a bony finger at the Doctor and he begins to feel a terrible pain building inside of him. It feels like his bones are beginning to shift of their own accord, pushing against the Doctor's muscles and tendons!

He takes moderate damage as his skeleton begins to attempt to escape his body.

Actions?

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:20 pm
by Aeromage
Aeromage wrote: With a terrible, thunderous chorus of bleating the goatstorm returns anew, Sonic Goats jump-raining from the heavens to once more pummel the insectoid menace with terrible, punishing force. The ghost, moaning and wailing, vanishes with an ectoplasmic pop as it promptly Haunts the insect-thing.

Haunt- 1 Damage, inflicts Hexed, inflicts Hexed: Haunted, Marks one target who is not immune to Hexed as Haunted as an effect that lasts 10 rounds, if said target is marked as Haunted, Caster leaves battle, entering another battle that contains a Zone of Darkness, while said target is marked as Haunted, Caster may perform actions against individuals in the battle caster was formerly in while in said battle, Caster immeditely rejoins its prior battle when said individual either dies or is no longer marked as Haunted, Darkness, 100,000 MP



The cloud of dust, debris and goat hair slowly settles around the silhouette of the Doctor, who has not averted his gaze from the skeleton's eyes.

The skeleton had made a grave miscalculation in challenging HE that is DOCTOR MIRACLES to a staring contest. The silhouette's eyes glow a vibrant, gloom-piercing green.

The Doctor's eyes hold ALMIGHTY POWERS OF SALSA.

"MIRACLES TRIPLE-VENGEFUL MIXOLOGY DANCETIMES GRANDCANNON ATOM-GAZE 'SPICY BOY'!"

Flask of MIRACLES and potion-bottles juggling from hand to hand to hand even as the Doctor maintains resolute eye-contact, the addled alchemist slams the contents into the flask, knocks it back into the original (now fizzing) bottle, hurls it into the air... and winks.
A searing beam of atomic-powered, white-green-hot salsa blasts from the open eye, bringing with it the ruinous power of purely Atomic wrath and pure salsa-dance-inducing mania.

At the same time, the missile-wings strapped to the man's back blast off, rocketing into and around the skeletal creature-end of the insect, blasting its body, pummeling its bones and creating a cage of explosive, concussive force to prevent its escape.

The potion-bottle descends.
Against all possible logic and reason, the Doctor's forehead unfolds, revealing an excessively dangerous-looking and disproportionately, ridiculously enormous cannon-barrel, enveloping the potion as it falls.
There is a moment's pause as the muzzle of the barrel extends right into the skeleton's face. The Holy Festival Staff glows with walrusy power.
BOOM.

The hypercharged Pseudouniversal-turned-Universe-element Solvent erupts from the grandcannon with sense-defying force, bursting outward in a sheer beam of corrosive fury.


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.
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
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
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'
Forehead-Deploying Grandcannon- (Passive Ability, Gunner) Possessor gains +80,000 Ranged Attack and counts as having an additional Gun equipped

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

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



What is more, the Doctor is having none of this forcible skeleton-rebelling. If the effect continues, the Doctor will make his full displeasure known through the power of excessive pimpitude and sorrow-powered super strength!

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
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
Pathaky wrote: Sonic Goats launch themselves into the sky, descending in a fury of ear-shattering BLEATS! The concussive force of the soundwaves pin the monster in place, it's now-limp head flailing, chiting flaking away to reveal a mass of writhing tendons and nerves. The Ghost attempts to dive into the monster, Haunting it, but merely passes through it, seemingly unable to inhabit it! How odd!

The skeletal figure maintains eye contact with MIRACLES, bones rattling with the effort of keeping upright as the Sonic Goats pummel it with sound. MIRACLES begins to feel a terrible pain. He can actually see his ulna and radius shifting against each other under his skin. Eugh. The Doctor brooks no disobedience from his bits, however, and manages to subdue his skeleton before it can actually cause him substantial damage through a judicial application of cane-slaps and sorrow-empowered strength.

MIRACLES mixes like a mad master, tossing the resulting potion in the air as he winks a beam of atomic-green salsa-power at the Skeleton. The salsa-attack hits the skeleton squarely in the face, splashing atomic-hot salsa across the skeleton's skull, which erupts in a cloud of steam! It waves a boney arm to clear the obscuring steam just as the Doctor's jetpack explodes around it, creating an inescapable wall of concussive force around the centipede-monster.

The doctor's forehead opens, enveloping the potion in a massive rapidly deployed grandcannon as it falls. With a great *BOOM* the doctor fires the resultant mixture at the centipede-monster's tail end, cleaning wiping it away from the centipede's body as if it had never been there. The monster's lithe body scrabbles wildly for a few moments before going completely limp. The blast also vaporizes several tents and a large swath of sand behind the beast, leaving a crescent-space of emptiness in the desert for almost 50 yards.

There's a moment of stillness as the blast echoes, like a miniature thunderclap, across the dunes. Then, the Doctor hears a sound of shifting sand and turns just in time to see the ground in front of the 'hospital tent' erupt, another of the centipede-monsters emerging from underground, slamming into the Doctor's midsection, dealing moderate damage, before it dives back into the sand, disappearing as quickly as it emerged.

The Bearded Man and the Stone Man emerge from the tent. The stone man's eyes widen in shock.
Aeromage wrote: The Doctor is, by now, considerably enraged by the desert's insectoid inhabitants. This newcomer to the party is highly unwelcome, and so the first order of business is get it out of the ground, onto the surface and then ejected with extreme prejudice.

Fortunately, the Doctor was prepared for such an eventuality all along. Already in Disco Legend Stance, the twin powers of Dance and Tacky are his to command!

To begin with, the dance-doc performs a steady rhythm of fancy footwork, drumming his feet on the ground to the phantom beat of sudden disco from nowhere, his footsteps leaving the sand glowing in colour-shifting plaid that pulses to the rhythm and suffuses the ground with the same thudding beat. The Sonic Goats all launch themselves high into the air, spring-hopping off one another with physics-defying speed to keep themselves aloft as long as possible until their target reemerges.

The stage is set! Whilst seemingly presenting a vulnerable, easily-located target with his circular march of disco-steps, the Doctor is, in fact, preparing to disco-dodge to his fullest extent! And such an extent it is. Not only does he have several dance-related dodge-specialities, but he also has the gymnastic aptitude, ninja training, thief-skill and inherent Tacky Dodgability to go with it!

And he's not planning to let his goats do all of the work, even if a torrential downpour of supersonic livestock is more than up to the task. For as he dances and weaves, dodges and waves, struts and shimmies in distractingly (and weirdly) sexy fashion, crackling sparks and arcs of strobing electricity follow his every move, colours changing to the music and leaping to the beat! Once the creature does emerge, it is in for the dance of its life as he leaps and throws his considerable performing talents into a full-on retro-move assault combined with the previous momentum-effects of the set-up dance!

"MIRACLES TURBO-SEXY DISCO-AVOIDANCE ELECTRICAL SPECTACULAR OVERDRIVE 'FABULOUS THUNDERBOB!'

Dancing his way into a supercharged state, the Doctor unleashes the full power of Fab Thunder to the Tacky-empowered moves of The Flamingo Bob, blasting the already-electrifying spell into even further reaches of shocking discotude!

The Set-Up:

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
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

Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
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-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
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

Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
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

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

Spry- (Passive Ability, Thief) +300 AGI and +4% Dodge

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



The Payoff

Overdrive

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
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
Rhinestone Soul- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +200 uncapped SPI if possessor is Tacky element
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'

*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
Pathaky wrote: The Doctor begins his throbbing-dance-of-DISCO. The desert sands begin to pulse with the colors and the beat of the tackiest of musics. His cadre of sonic-goats take to the air, preparing for a preemptive strike at the stealthy centipede. By the tent, the bearded man puts a hand to his head and staggers back, as if struck by a sharp pain. The stone man sets his jaw, and Doctor Miracles sees him begin to change, sandblasted skin expanding, growing craggy. Cracks appear, quickly covering the stone-man's form in rivulets of an oozing black substance. His eyes burn red. He vanishes with a *whoomp* into the sand, as easily as if it were water.

The Doctor dances, waiting for any signs of movement from below the surface, building electricity. The only sound is that of the Doctor's Disco. Then, all at once, the impromptu dance-floor erupts in a shower of sand, sending the centipede and the stone man, both looking considerably worse-for-wear, into the air. This centipede-monster has the ribcage of some gigantic humanoid melted into it's midsection, bone-arms flailing wildly as it falls.

The sonic goats react to the sudden explosion admirably, blasting the centipede-monster's cracked carapace away from the stone man. Rather than overpowering the Doctor's disco, the goat's blasts act as a deep bass counterpoint, providing the perfect moment for the good Doctor to ~~~!!*FABSTRIKE!!*~~~

A bolt of rhinestone-studded lightning explodes from the doctor, impacting the falling centipede with a deafening blast. It hangs motionless in air for a moment as the tacky-tricity floods it's body before popping, plastering the area in pale-red meat and organ-bits.

Silence fills the settlement.

(The Doctor gets the XP for 2 Level 35 entities)
Aeromage wrote: The Doctor unleashes a triumphant disco-pose, BUT HE IS NOT YET OF THE FINALITY!

"HE"
A pose.
"Which is ME,"
Another pose, fingers held triumphantly aloft
"That is I, DOCTOR MIRACLES, ORDER the COMMAND! SQUAD of GOAT and NOISE! Be of the REMOVAL OF REMAINDER of the INSECTS of BAD and CORPSE! Be of the GATHERING of FLUNG and EXPLOSION PERSON!"

With a resounding BAAAAH, the Sonic Goat Squad immediately sets to work removing all trace of the evil insects from the settlement and pulling in any pieces of corpse-splatter from the settlement's residents that would otherwise have been plastered outside it.

Once the goats have performed the task he requires (aided by his magnificent animal-training abilities), the Doctor spreads his arms wide. "The TRAGEDY of UNPLEASANT and WRONG is to be OF THE COUNTERPOINT! Now," the orange-haired madman spins on the spot, becoming a blaze of sequins, "is the RECONVERGE!"

It is time! The Doctor uses his prized, yet sadly unutilised-until now special ability of mass-consumable-application! A blazing red feather spirals up from the madcap pirouette, exploding into a rush of harmless flame and light that encompasses the charnel-house scene and settlement in its entirety.

It is time for ITEM-ALL!

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.

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


(Aided by the fact the insects are very much not being counted as being on his side of battle. He had their bits removed because why take the chance?)
Pathaky wrote: A blazing red feather flashes into existence above the Doctor's head, bathing the smashed settlement in unearthly red light. The torn bodies of the recently deceased steam as they become whole once more. Eyes flutter open, collapsed lungs re-inflate with wet pops. There's an angry shout from a lean-to across the settlement from the Doctor, followed by shrieks from the other residents. Several wrapped corpses pull themselves from the sand, ripping the coverings from their faces, desiccated flesh rapidly filling out as those settlers who died in the weeks previous to the Doctor's visit are brought back to the land of the living by the power of the Item-All!

All in all, it seems that the Doctor's curative has brought back all of those killed in the monster attacks and then some! You go, Doctor!
Aeromage wrote: The Doctor spins, spins and spins, whirling the Wishcarp Sounder into his hands and he does so, sequins sparkling and disco-lights flashing.
"He that is ME which is I, DOCTOR MIRACLES-" he stops, posing atop a suddenly-present Sonic Goat, "-have the CARE of AFTERWARDS and UPHOLDING! YOUR BASES WILL HOME!"

And, so saying, he begins to play. Sand whirls and clouds dance to the funky fish-horn solo, disco-strobe-lights flashing and thudding to the beat as music and wish magic interweave around the potionmeister, spreading from the Doctor throughout the settlement.

These people clearly have a problem. Fortunately, THE DOCTOR IS IN.

Their settlement is a poor excuse for a home, and horribly defended against the elements and terrible creatures within. The Doctor intends to fix that.
Their settlement is barely self-sufficient, home to mostly just dust and dirt. The Doctor intends to fix that.
Their settlement is, quite frankly, an absolute ruin with terrible buildings, complete lack of amenities, and no fun whatsoever. The Doctor fully intends to fix that.

So doing, as the music soars and rings out throughout the settlement, the Doctor uses the instrument's power to make a Wish. These people need a proper place to live! A home! A town! One with homes and walls and food and water and access to his miracle anti-desert cure! Also a disco room! He isn't silly, however. These people know far more about what they need than he does. Well, the non-mad ones, anyway. And so, tailoring the wish through subtle manipulations of the notes and chords, he has it wish them up a town that provides what they need. What they want. Those sane enough to know, anyway.
Pathaky wrote: The power of the Doctor’s Wish Magic hits the settlement like a hurricane, knocking its inhabitants to the sands and filling the whole place with a blinding white light. The sound of soulful saxophone echoes through the Desert for miles as the magic does its work, pulling from both the Doctor’s desires for safe habitation and the latent needs and wants of the settlement’s scrappy survivors.

Reality bends, doves cry, the light fades.... revealing the results of the Doctor’s selfless wish.

Where the ramshackle assemblage of tents, lean-tos, and squalor once stood, an immense tower stands, made of a strange white stone that absorbs and reutilizes environmental heat as energy. Pennants of all colors of the rainbow stream from the tower’s windows and spires. The tower is surrounded by a lavish courtyard of desert grasses, filled with statues of Indrasena and other beings. One of these other statues is of an emaciated figure, seemingly ravaged by disease and abuse, standing with his head held skyward, a length of broken chain held in his hands. Another, a statue of a large black bee, is constructed entirely of a black metallic stone that seems to shudder when observed. Still a third is simply a large hand, rendered as large as the other sculptures, clutching a spiked sphere. The “wounds” left by the spikes drip a red liquid into a fountain below. One sculpture, set away from the others, is conspicuously covered with a drop-cloth. An air of pervasive unease surrounds it.

The courtyard’s gardens are surrounded by an assemblage of warehouses that abut a high wall made of the same whitestone material as the tower. The outer wall is topped with a number of windmills. The Doctor notices that the circumference of this outer wall is *very* close to the circumference of the sanity-protecting cloud.

The interior of the tower is largely residential, with the current population of the settlement easily fitting into the first handful of floors alone. Conspicuously present is the Disco Hall, which fully takes up the full first story of the building. It’s filled with glitz, glamor, a bumpin’ dancefloor, and busts of the good Doctor himself (along with several frescoes detailing the exploits of carp and goats).

The inhabitants of the settlement find their rags replaced with the billowing layered robes commonly worn on Indrasena. Their filth and grime are wiped away by the potency of the Wish Magic. Several break into tears immediately, sinking to the ground in gratitude and confusion. For a few minutes, all is happy chaos. The Doctor finds himself hugged, kissed, and slapped on the back until his head is spinning. After the majority of the crowd filter away to explore their new paradise, the bearded man, now groomed and dressed in pale cerulean, approaches Doctor Miracles. The rock figure, clad in a robe of simple white, stands behind him, tears streaming down his craggy face. He nods to the doctor. The bearded man’s voice echoes in Miracles’ mind once more, filled with emotion.

“Even could I speak, I would not have the words necessary to properly thank you for your selfless kindness and generosity, Honored One.”
Aeromage wrote: The Doctor is immensely pleased at this success!
"The REQUIREMENT of THANKING is of the IMMATERIAL! Let YOU and YOU and THE FACE OF YOURSELF make THE PARTY! The ENJOYMENT of EXIST! The REPAIR!"
The Doctor catches a glimpse of the windmills surrounding the walls. A vein twitches. But no, this is not the time to fly into a fury at the awful architectural construct! With a final sparkling pirouette and disco-flip, the Doctor is once again atop a Sonic Goat at the head of a herd of the same.
"HE"
A spin.
"WHICH IS ME"
A whirl.
"THAT IS I, DOCTOR MIRACLES-" he gives the duo a double-finger point. "-GIVE THE GOODBYE! BE CREATION THE GOOD TIMES!"

And with a final, reverberating baaaaaaaaah, disco-chord and sparkling of sequins, the peculiar physician is gone, hurtling across the dunes once more towards his next destination, wherever that might be.
Pathaky wrote: The Doctor gets:

1 Fame

and the Awards

"Creator of Apeksha, The Whitestone Settlement, in the Desert of Heretics on Indrasena

and

Suspected by the Church of Indrasena for Aiding Heretics "

The good Doctor rushes into the wilderness, mind guarded against the sanity-eroding effects of the Desert! Apeksha soon vanishes into the heat-haze. The sands rush past as his sonic-goats carry him at ludicrous speeds....directly into a massive sand-dune. The Doctor vanishes into the sand, goats piling behind him as the entire train comes to a crashing halt.

After a minute, the Doctor is able to extricate himself from the dune. As he pulls himself free, he notices that things seem.....different. The air is no less hot than it was when he entered the dune, but it certainly seems a great deal more humid. Also, there were definitely no birds singing in the Desert, right?

The Doctor climbs out of a large embankment of sand and onto the beach of a small bay. The sand here is different too, much coarser, almost...volcanic. Fiery birdsong fills a lush jungle directly behind the embankment the Doctor crawled from.
Aeromage wrote: The Doctor's enthusiasm is not dampened one iota by the sudden change of scenery. Exotic jungles mean exotic plants, and exotic Alchemy ingredients with them! Mustering his cadre of Sonic Goats (or resummoning them if necessary) and parking a bevy of his Evolution buffs on them, he once more saddles up and charges headlong into the treeline to find appropriately interesting flora!
Pathaky wrote: The Doctor rides into the verdant growth!

The plants here are really quite remarkable. The doctor spots a prevalence of bushes with broad green leaves with undersides of bright, almost fluorescent red. The bushes radiate humid heat, leaving the whole jungle feeling rather like an outdoor sauna. The Doctor collects a sample from the nearest bush and continues on his way. The trees seem to be various varieties of those commonly found in jungles, with gum trees being the most common. He manages to find a cluster of pitcher plants, yellow as the sun, with a drop of tantalizing red liquid resting within it's...sensual curves. The Doctor wipes a bit of drool from his mouth, but manages to get a hold of himself before the pitcher-plant further charms him. He similarly collects these. Ahead, the jungle thins. The Doctor can *just* see what looks like traces of a road through the brush.

He gains:

Agnifevra Bush Leaves- (Item, Material, Fire & Water & Earth, 200,000 Gold)

3 Passion-Pitcher Plant- (Consumable, Deadly Item, Fire & Darkness & Earth, 1 Charge, 250,000 Gold) Deals 150,000 Flat Fire Damage, Inflicts Charm on targets below level 20. 40% inflicts Charm on targets below level 40.
Aeromage wrote: The Doctor sees no reason not to take the road! He and his copious volume of goats make for it, the addled alchemist keeping an eye out for further filchable flora on the way!
Pathaky wrote: The Doctor makes his way to the road without difficulty, his bevy of bleating goats pushing through more Agnifevra scrub with ease and emerging onto the chalky black gravel of the road. To the right, the road leads upward as solid ground dwindles into great piles of shale, the road weaving a sinuous path up toward a series of shale hills that progressively steepen into a mountain . To the left, the road turns out of sight. An orange glow radiates around the corner, flickering like flame.
Aeromage wrote: Goats are no strangers to scaling perilously precipitous paths, and the Doctor desires a better view of his surroundings! With next to no encouragement, the sonic-centric caprine conga crew clamours to climb the causeway's curving contours!
Pathaky wrote: The Doctor and his clamor of goats conga up the causeway, sending little rivulets of shale skittering down the increasingly steep mounds of loose black rock. The path is full of switchbacks and steep curves as it hugs the scant amount of solid ground amid the shalemounds. After about 20 uneventful minutes of climbing (the goats perform excellently in the loose terrain), the path broadens into a plateau covered with low green scrub and a few gnarled trees, bark as black and glossy as the shale. From this vantage, he's able to get a better look at his surroundings.

The swathe of jungle he pushed through earlier extends in a fat crescent around two thirds of what is now apparent as an island. The shale mounds cascade out from the plateau in all directions, flowing into the jungle at some points. Another path leads down from the opposite side of the plateau in a similarly winding manner. The path, as far as the Doctor can see, leads to a collection of sloped roofs set with bright red clay shingles nestled into a tall cleft of solid rock. Further out, the Doctor can see the sea, gleaming an brilliant blue. Several other islands jut from the sea nearby. The Doctor catches the gleam of the sun off of an assemblage of far-away bridges that seem to link the two nearest islands.

At the center of the shale plateau stands an arch of the black stone. Nestled under it is a statue of a humanoid, race indeterminate after years of exposure. The statue stands, arms crossed, chin raised proudly. Several more arms are raised in enigmatic symbols around the statue's body. A palm facing down. Two fingers raised. Pinky and index finger together.

The arch of shalestone is dotted with weather-beaten carvings of flowers and many-spoked wheels. Sheaves of grain, bundles of flowers, and simple vessels full of (relatively) fresh food suggest that this statue serves as a kind of shrine.
Aeromage wrote: A town! And where there's a town, there's bound to be people! Perhaps the Doctor can learn more of this place and lend medical assistance if required!
Pointing imperiously, the goat-train trundles off towards the collection of red-shingled buildings!
Pathaky wrote: The Doctor leaves the shale-flat behind, making his way down the precariously winding path toward signs of civilization.

He enters the town through an arched gate in a wall of whitewashed stone. The words "Sani-Taklif" are etched into the stone above the doctor. There are no guards on duty, at least that the Doctor can see. He and his goathorde press onward.

Sani-Taklif seems to be built into a large vertical cleft in a shale mesa much like the one the Doctor descended from. Houses have been built into the walls of the mesa itself, brightly shingled red roofs serving to divert rain and whatever bits of shale pour down from the mesatop. Deeper in the cleft of the rock, the Doctor can see forges, furnaces, and a number of smithy shops clustered around a large mining elevator, well-marked with cautionary pictures of humanoids falling or being crushed by boulders. The Doctor spots a few deva here, dressed in umber tunics and scorched leather aprons, working cheerily, but not paying the Doctor much heed.

Ahead of him lies the deeper reaches of the cleft, where the houses begin to look more run-down and less cheery. To his right is a broad avenue leading to a central square, from the Doctor's best guesses. There seems to be a crowd assembled there. The Doctor can hear shouts.
Aeromage wrote: Crowds mean people, and people mean chances to show off the grand powers of alchemy, medicine, and FABULOUS DISCO DANCING! The Doctor thus heads on to the square to see what all the fuss is about, wave of goats following in his wake.
Pathaky wrote: The crowd is clustered around a large wooden podium on which two figures are engaged in a shouting match. One is dressed in a silken rainbow of pale hues, his burnished, many-armed medallion marking him as a priest of Indrasena. He is gesturing toward the crowd, beseeching them for some yet-unheard boon. The other is dressed in a red jacket with a high collar, the whole affair embroidered with white floral designs. He's slamming a hand into an open fist.

"You would send them to their deaths! It's not safe there! Not yet!" the priest whines.

"We're the ones who aren't safe, not so long as they're here. You know there's been more crime in the last months than we had here in years?" The jacketed man motions toward the crowd. "And we're not going to stand for it!"

The crowd roars at that. The man in the jacket notices the...spectacle of the Doctor approaching, and his tirade peters off. "...Master Raghul, do you know who that is?"

The priest peers over the crowd myopically. ".....I do not, Master Dayan, I do not."

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:26 pm
by Aeromage
Aeromage wrote: The Doctor knows a cue for an entrance when he hears one.
"DOCTOR MIRACLES gives the GREETING!", the anomalous alchemist proclaims, perched dramatically atop the head of his herd of Sonic Goats (and also atop a goat's head), the air around him literally sparkling in all the colours of the disco-rainbow. "Are there THE PROBLEM? HE," a spin, "which is ME," a flip, "that is I- DOCTOR MIRACLES- shall SOLUTION the SAD and DISPLEASURE! Are you crave the MAGICAL? The MEDICAL? THE GOOD TIMES AND PARTY? YES! DOCTOR MIRACLES will be OF THE BENEFICIAL!"
The Doctor, now standing on one tip-toeing foot (atop the head of the Sonic Goat, which is now atop a small pyramid-arrangement of other goats), one hand in a vaguely finger-gun-like position pointing vaguely sideways by his chin, raises his other hand to click his fingers in a flashy display of plaid light. A chorus of bleats heralds the arrival of a brief adoragoatshower, providing the spectacle with an even weirder backdrop.
Pathaky wrote: The crowd, almost to a man, takes a step back from the strange man and his portable carnival of goats as he gives his...announcement. Several families along the edge of the crowd make a break for it, pulling behind tiny truculent children whining about how they want to see the Goatwizard. Several other priests, dressed in simpler silks, help Master Raghul down from the podium. The deva adjusts his pair of pince-nez glasses, looks at the Doctor, blinks, re-adjusts, and looks again. He shrugs to his fellow priests and clears his throat.

"Ah, Doctor...Miracles, is it? I'm afraid you'll have to excuse us. We're in the middle of some town business. If you seek to set up a stall, I would recommend going to Straight Street, where most itinerant merchants arrange their wares while the Town Square is in use." The old Deva smiles apologetically.

From up on the podium, the man in the jacket taps his foot, arms folded in contempt.
Aeromage wrote: The sparkletastic scientist spins atop his sonic stage, air literally glittering in his wake.
"DOCTOR MIRACLES can be of the MERCANTILE and EXCHANGE! BEHOLD THE EXAMPLE OF AMOUNT!" The confusing chemist's hands blur, bottles and potions and mixtures and decoctions juggling from hand to hand, passing around and somehow through one another. Elixirs of Youth, XP-infused (with perhaps a touch of Azoth?) to ensure the effect sticks around, pop into being, as do overly-sparkly doves (with a slight paisly pattern to the plumage) which proceed to carry them off to the old priest and various other elderly crowdgoers.

How-" the Doctor dance-steps down to a lower goat,
"-ev-" another step, taking him to an almost horizontal pose between a pair of goats,
"-er!" The Doctor now sits atop what could be construed, if one squints enough, as a throne-ish affair made of stacked goats. "DOCTOR MIRACLES has the HELPFUL! Are you and you and THE FACE OF YOURSELF the DESIRE of ASSIST and BOOST? Instruction to the forward of HE which is ME that is I, DOCTOR MIRACLES for the REFLECTION!"
The Doctor's worryingly large eyebrows waggle reassuringly.
Pathaky wrote: The elders in the audience are amazed by the painfully patterned doves. Several hold their potions, not sure what to do with them. One particularly adventuresome elder with a bright bald head drinks his down in one swig, de-aging nearly a dozen years in as many seconds, a bright thatch of red hair springs from all over his head as he does. He laughs, deep and hale. The crowd goes wild, seniors of all descriptions chugging and de-aging in a frenzy of elderly action. Master Raghul is more cautious, taking a sniff and packing it away in the voluminous sleeves of his silks. The man in the jacket is gone now, apparently having stormed off. Raghul, to his credit, remains relatively stoic in the face of such absurdity. He smiles to the Doctor.

"We ah, already cannot repay you, Good Doctor. I can only imagine what happy joys the coming months will bring to our fair town. Your spirit of helpfulness is a mirror of Avatar Sura, the Weaver of Gifts. What brings you here to offer such generosities? As for your offer to help (....as far as I can tell...), I can think of a few things. We've had a sudden influx of refugees from the former Light Islands. It is our moral and holy duty to provide succor for those in need, but there are those in town who feel that the refugees have overstayed their welcome, overtaxed our resources, and generally brought trouble to us. Master Dayan has been hounding us to run them out of town, I'm afraid. If you could even provide some ah, supplies for them, it would take a considerable load off of our fair village. And then there's that matter about the mine...but I'm afraid I'm being a terrible host. Have you a place to stay, gentle Doctor? The Church's doors are always open to travelers."
Aeromage wrote: The Doctor merrily sweeps himself from one goat to another, sitting crossways on the makeshift goat-throne.
"DOCTOR MIRACLES have THE QUEST of ADVENTUROUS and SCIENTIFIC! The ALCHEMICAL! The EXPERIMENTAL! The AZOTH!" Each exclamation is punctuated by yet another pose, each more flashy than the last. "The TRAVELS of HE that is ME which is I (that is DOCTOR MIRACLES) are GREETING the PROBLEMATIC with the SOLUTION TO THE FACE of BAD! The MEDICAL of BENEFIT! The ASSIST of MAGICAL! Have you the DESIRES? The yes? The no? The WISHING? The GRANT of LONGING can be for the NOW!"

Prancing back to his position atop the pile of goats, the Doctor whirls out the bizarre musical Wishcarp Sounder and strikes a flamboyant stance, mouthpiece to his lips and a questioning eyebrow raised towards the priest. Somewhere in his many tiers of gloriously, unspeakably absurd and majestic hat, a chorus of eagles screech their approval.
Pathaky wrote: Master Raghul nods along, eyes tracking the Doctor's prancing and posing, smiling like one smiles at a toddler in the middle of a fascinating story, or at a particularly engaging kitten. At least until the Doctor mentions Wishes. The priest stiffens. His eyes narrow, his mouth puckers.

"I suppose we come to the truth of it then. You look nothing like any of the members of the Great Families that I've seen, but Indrasena's arms are wide enough to encompass all creations. Try not your games and temptations here, Djinni. Your miracles may be fair indeed, but we'll not pay the price for being led into your caprice." A censer, all burnished metal and intricate scrollwork, slips from Raghul's sleeve, trailing a long silver chain.

The crowd, which had been growing as the now-firmly-youthful former elders spread news of their transmogrification, freezes as the implications of Raghul's words spread.
Aeromage wrote: "ERRONEOUS!"
The Wishcarp Sounder is whirled back into a single hand, the other sweeping forwards into a click-point at the priest.
"DOCTOR MIRACLES has no GENIE of SELF or ANCESTRAL! Neither the INDRASENAS, but of THE FURTHER BEYOND!" The goats, during the tense distraction, have somehow formed themselves into a gymnastic-stacked-staircase, which the prancing potioneer dancingly descends. "HE that is ME which is I, DOCTOR MIRACLES has of the NEXUS! The CITY of ENTRANCE! The ARENA of THE GADIGAN! The STACKING of WONDERMENT and QUEST! POSITION YOUR CONSIDERATION FORWARDS FOR A BEHOLDING!"

And, so exclaiming, the Doctor promptly clicks his fingers in the direction of the (now empty) podium with a flash and a sparkle, opening a Gate to Nexus then and there to give all and sundry a glimpse of the City of Countless Portals'... itself-ness.
Pathaky wrote: "I, uh-" Master Raghul starts. The Doctor's goat's form a gymnastically implausible pyramid.

"You're not a-" he tries again. The Doctor plows through, spinning the Dangerous Wish Thing back away before clicking a glowing, shimmering, shuddering circle of SPACE into existance. Raghul drops his censer, which clatters against the street, sending wisps of smoke curling in all directions.

There's a moment of complete silence as the gathered crowd stares into the magnificent cacophony of Nexus. The scene changes second by second, like a boring relative's vacation pictures, but infinitely more interesting. For a second, Raghul thinks, the Doctor makes sense. If there's a place like that out there, of course there would be people like this...Doctor.

Someone in the crowd screams. A perfectly normal reaction, given that the portal's gaze is sweeping over a darkened alley at the base of an impossibly tall wall. In the shawdows of the alley slumps a....figure that seems to made entirely of arms and heads, all wrapped in a dark gauzy cloak. One of the heads turns toward the portal in response to the scream.

The figure perks up noticeably. It takes a lurching step (on one long-fingered hand-like foot tipped with filthy nails) toward the portal.

Raghul's moment of wonder evaporates. He scrambles for his censer and sputters a warning at the Doctor.

"I-Is it coming through after us?"
Aeromage wrote: "I say to you THE NO!"
With a sparkle-laden whirl of motion, the Doctor commands the Gate closed. He is, however, familiar enough with having plans foiled that this is not the only approach he takes (even if there happen to be no magically-inclined, implausibly-attired teenage girls behind said foiling). Rather than relying on the spell's cancellation alone to keep the monstrous alley-hobo away from the crowd, a contingency is put into play.

From his time in Nexus, the Doctor has determined several truths every resident of the many-tiered city of wonders knows and adheres to, chief among which:
1) Do not blaspheme against Gadigan and the Saints.
2) Do not anger Arena Members unless you're very confident in your abilities.
3) Abstracts are Bad News.

The opulent, goathead-tipped Rod of the Goat Miser spins in the agile fingers of the flamboyant alchemist, shining with brilliant energy. A flash, a puff of smoke, and a sudden, abrupt burst of uptempo electro-swing split the air as a herd of flying, two-dimensional oblong planes displaying the total surface area of a goat (several with moustaches and monocles) appear, begin rotating around an off-centre axis at high speed and launch themselves into the breach, trailing ascii, leaving a trail of strange, glitchy goat-sprite air and bizarre autotuned bleats in their wake.

Such an appearance, the Doctor reasons, would be enough to give anyone pause. Enough for the Gate to shut, certainly. The Wishcarp Sounder remains resolutely gripped in his offhand, however, just on the outside chance it isn't.
Pathaky wrote: The Doctor spins! Goats of the ABSTRACT and YES are released at high velocity! The Alley Handman makes a noise like a strangling cat and takes a half-step back. The G0ATs dissapear as the portal *snaps* shut. There's silence in the square again as the auto-tuned bleats of whatever those were fade. Master Raghul looks at The Doctor, and then at the square of confused, astonished, and petrified humans and deva.

"You are clearly a outlander of..particular skills, Doctor. Might I ask you to cease from exercising them any further, lest our town suffer from any... unexpected side-effects? I could show you where the refugees are staying, if you like."
Aeromage wrote: "HE that is ME which is I, DOCTOR MIRACLES--" The Doctor performs a half-spin on the spot, rotating to meet the confused cleric's gaze "would have THE GRATITUDES! On the forward of MOVEMENTS, present the problem of you and yourselves! LET US MAKE THE GOOD TIMES!"

The goats, as one, proceed to line themselves up in some bizarre combination of pyramid and conga line behind the two to better facilitate navigating the streets.
Pathaky wrote: Master Raghul makes a rather pathetic attempt at a discreet cough and leads the inescapable spectacle that is The Doctor through the streets of Sani-Taklif. Raghul, showing remarkable sense, sticks to the town's broad avenues rather than take any potentially narrow shortcuts. The streets the pair walk down are well-kept, bordered by manicured teak trees. They pass through another tall gate into a small ocean of tents. The doctor sees a few pale faces, pinched with worry, peek out. Upon seeing Master Raghul, they seem to relax.
Aeromage wrote: The Doctor whirls the Wishcarp Sounder in his hand again, striking a flamboyant pose.
"DOCTOR MIRACLES is of the ARRIVAL!" He spins on one foot, surveying the ocean of tents and refugees, gradually slowing to a stop and leaning down (still balanced on one foot) to meet the priest's eye-level. "You and you and yourselves are having the OVERCROWD and RESOURCEFUL GONE? HE" a twirl, "that is ME," a sudden disco-shift in posture, "which is I can FOR ASSIST!"

The dizzy doctor ponders the previous distrust shown towards the idea of wish magic, likely down to hidden costs. Magical types of this land are not generous, apparently. "The COST is of THE NOTHING! Being the CATALYST IMPROVEMENT of PEOPLES and THING are of THE REWARD to ME and YOU and YES!" A pause. "HOWEVER! The DIRECTION for to LOCATION of INGREDIENT and MAGICAL for the ALCHEMY would be OF THE GRATITUDE!"

Nodding confidently, assured in the knowledge that he has conveyed his point with absolute crystal clarity, the Doctor rises once more upon a stage of goat. "Shall we THE IMPROVEMENT and WISH? For the EDIBLE? The SHELTER and SPATIAL? The RESOURCEFUL? The GOOD TIMES AND PARTY? DOCTOR MIRACLES asks the YOU and YOU and YOURSELVES!"
Pathaky wrote: People emerge from their tents to investigate the source of the yelling. The refugees are a mix of humans, deva, sapient elementals, and bestial humanoids. Soon, a crowd has gathered around the Doctor and his merry band of ungulates. Most of them scowl up at The Doctor with a mixture of hope and distrust. As you've noticed, very little magic is used altruisticly on Indrasena. Especially Wishmagic. Master Raghul tries to translate the Doctor's offer:

"Gentle ones. We have a guest with us, from far-away. He is here on a mission of mercy, of kindness. He brings a magic from other worlds, a Wish Magic untainted by caprice or hidden price! What desires have you? Safety? Plenty?"

Lively discussion begins among the Light Island Refugees and the citizens who followed the Doctor out. After several minutes of debate, The Doctor can see that there is no overwhelming single opinion. Some refugees want to stay. They feel like they've made a connection with the citizens of Sani-Taklif, and want to make a new life here. Others, citing their treatment at the hands of the citizens, want a place of their own, where they won't feel beholden to anyone. Citizens of the city are similarly split between embracing the refugees and wanting them far, far away. Committees are formed. The committees delegate matters to sub-committees. Progress slows to a trickle, but continues nonetheless. The Doctor is mobbed by children from both camps wanting to play with his goats.

The sun is low in the sky by the time a decision is reached. A delegation of Light Islanders and Sani-Taklifers approach the Doctor. A stout human in a red doublet clears his throat and speaks first. "We have generously agreed to cede the land at the bottom of the Shale Hill Road to the refugees, for their own use and improvement."

Next, a grey-robed devic Light Islander.

"Those of us who wish to stay have vowed to pay Sani-Taklif back for their generosity over the next few years. The others shall be unbeholden, and will have to find someplace else to stay."

Finally, a bent, wizened crone with the head of an antelope. She raises black velvety fingers in supplication.

"Our Wish, O Djinni of Generosity, is for help constructing a home on our new land. A sister city to Sani-Taklif, a partner dedicated to the benefit of both. The soil at the base of the Shale Hills is not good. Help our lands be fertile, o djinn, that we may increase it's bounty, and grow in the light of Princes and Indrasena both."

Her voice wavers into silence. The crowd looks at the Doctor expectantly.
Aeromage wrote: The mostly-mad magiscience maestro gazes upon the crowd of desperately hopeful refugees. Such a lot of problems in the world! And here he is with such an easy way to fix them! He wonders, for a moment, if many other people actively go about doing things like this. How much more interesting everything would be if they did.
Hopping atop a makeshift stage of goats, which in turn are lifted atop another set of goats to create some sort of bizarre caprine ziggurat, the sequin-clad man turns to face the masses.
"HE which is ME that is I, DOCTOR MIRACLES, say to you--" he spreads his arms, grin wide to match. "The YES!"

And then, slowly at first, but gathering both speed and momentum, the Doctor begins to spin atop his tower-stage of livestock, sparkling points of light glittering off his coat as it reflects the sun. As his spin gathers pace, so too does a slow, low note ring throughout the ocean of canvas, gaining in pitch and volume until both man and sound are a brilliant, bright point against the backdrop.

He isn't just going to give them their wish, the Doctor decides. He's going to give them a show.

The spin stops, the sequins sparkle, and the brilliant cloak of vibrant feathers billows outwards, scattering doves to the heavens as the sustained note falters...
...and then bursts into a slow saxophone solo, rich, warm notes rolling out in a sea of colour. The goat-stage and the ground around it light up in flashing, colour-changing squares as he channels some mana through his skill with Tacky- not enough to sway the wish, but enough to bring some extra funky rhythm to the proceedings, providing a visual counterpoint to the song as it gathers momentum and energy, promising change, happiness, and hope.

They wished for fertile land at the hills at the base of the mountain, and fertile land they will have.
They wished for a place to call home, and they shall have a wonderful settlement with everything they need to make it just that and make a new start. Plus a disco room, of course.
They wished to pay their debts, and this place shall become one that could truly benefit both themselves and the town it is, by nature, both tied and indebted to.

The Doctor dances, and that earnest desire dances with him, flowing from crowd to sound to land and sky, flying outwards as a wave of wishes with an excellent backbeat and soulful chorus, crashing down upon the hills that many will soon call home.
Pathaky wrote: The doctor sways, plays, and prays. The funky beat hits the crowd like a clap of thunder, knocking many of them off their feet as the music--and the magic-- overtakes them. Travel-stained robes are made paisley and new! Sunken cheeks fill, rheumy eyes clear. Toward the back of the crowd, several refugees *pops* in fountains of black ichor that melts into a spray of doves of all colors.

The Doctor, from his elevated vantage atop the column of goats, can see ribbons of magical energy seethe down the road out of the refugee camp, down the mountain. There's a loud *crunch* as a whole area of shale is flattened in an instant. The fragments slowly take form as the magic works, becoming sheets of solid black rock, tracing the clearing. Figureheads of goats and trout form in the new settlement's walls, grinning out at the world. In contrast to the shale walls, buildings of all colors *erupt* from the ground, rumbling up, windows, eaves, doors forming as the buildings settle at their predetermined height. Outside the walls of the new settlement, the soil darkens, and an abundance of verdant undergrowth shoots up where before there was only sparse grasses. The Wish washes over the crowd of refugees again, and shops, stalls, and markets coalesce out of air, instinctively matching the business experiences and desires of the assembled crowd. Implements, tools, and equipment appear in the refugee's hands, in the shops, on the stalls, filling the town with everything it could need to achieve initial success. At the center of the city's largest square, a fountain of sequined marble pushes free from the ground, topped with a statue of the Doctor atop a pyramid of goats, spraying cool, clean water from Saxaphone and the mouth's of the goats. Farmhouses barns, and silos are next, descending like thunder and landing with as much noise. Even from this distance, bleating can be heard from many of the barns.

The strains of music and magic slowly fade. The cheers of the newly revitalized crowd and townspeople alike nearly deafen him, shaking his column of goats precariously.

The Doctor gets:

Wish Specialization: Architecture- (Passive Ability, Weirdworker) Large Structures summoned through use of the Wish spell cast by possessor gain +2,000,000 HP, +100,000 Defense, and inflict a random minor positive status effect on an ally at the start of each round as a non-stacking buff.



NOTE: This ability subject to wild change as per Gad review.
Aeromage wrote: The Doctor sways with the column, launching himself into a balletic leap skyward, spinning in a whirl of sparkling sequins and coming to land beside the priest once more. The exploding refugees were somewhat concerning, but the man reasons that if they had such an adverse reaction to such a generous wish, they probably weren't up to any good in the first place.
Instead, he settles for spreading his arms wide, giving a dazzling grin and a bow.
"BEHOLD," he declares with typical enthusiasm. "The SETTLING has COMPLETION! May YOU and YOU and THE FACES OF YOURSELF have the SUCCESSFUL and PLEASURE!"
The Doctor heel-spins thrice, settling to face Raghul, eyebrows a-waggle. "Do you have THE APPROVES?"
Pathaky wrote: Raghul's own eyebrows are in danger of disappearing into the stratosphere. "I-I-I'm not sure we can thank you enough, Doctor of Miracles. A-are you sure that you are not one of the djinni?" he sputters before being pulled away to speak in front of the crowd.

"My sons and daughters, we have the answers to our prayers! We have this stranger, this Miracle Doctor, to thank. Let us praise Indrasena and all of the Avatars for their providence in sending him this way for us. W-with the approval of the other Masters, I propose a celebration! Let us have a day and night of feasting in honor of our exceeding luck! Doctor, do us the honor of presiding over our festivities?"
Aeromage wrote: The Doctor is elated at how things have gone exactly to plan, and to the gratitude of all! With a balletic (accompanied by a stack of goats), the disorienting doctor dances to the priest's side, striking a flamboyant pose.
"I say to you THE YES!" He spreads his arms wide, sequinned labcoat billowing and revealing row after row of bottles and vials and phials and potions! "Let us make of THE GOOD TIMES AND PARTY!"

And, so saying, he kicks things off by unstoppering two tubes and launching a pair of sparkling, showy alchemical fireworks high into the sky above (Moonbomb Vials, scaled down).

There will be SUCH PARTY!
The Doctor is only too happy to provide music of various styles (but chiefly disco) and teach the tragically unenlightened the ways of FUNKY DANCE MOVES! Potions and restoratives are distributed with liberal cheer as he provides Elixirs of Youth to those otherwise too old to enjoy the celebrations- once again, happily spending XP if needs be to ensure the effects stick.

A veritable menagerie of goats are produced for the delight and discernment of all and sundry (although the Doom-Eye Goats and Weregoats are left out of matters and the Blazewool Goats are kept away from areas considered flammable) and integrated into the lengthy dance-performances the flashy pharmacist provides to keep everyone's spirits bubbling up at maximum!

Past that, he's happy to partake of any local flavour on offer, and experiment merrily with any of the local alcoholic beverages he might come across. Alchemy isn't that different from cocktail mixing, after all!
Pathaky wrote: The townspeople are amazed at the Doctor's alchemical fireworks! A family led by a man in a heavy leather apron laughs uproariously, promising to "go crack open the family's personal stash" to show the Doctor some proper fireworks.

Refugee and citizen alike join in the revelry, laughing and stumbling through rudimentary disco-steps. Several prominent brewers bring up casks of their finest product, offering the Doctor samples of their pride.

The Doctor receives:

5 Passion-Pitcher Liquor- (Consumable, Drink, Fire & Darkness & Water, 1 Charge, 550,000 Gold) Deals 175,000 Flat Fire Damage, Heals, 80% Inflicts Intoxicated: Drunk, 50% Inflicts Charm



It's a small glass decanter filled with lurid red liquid that seems to draw the eye from any angle. The brewer, a thickset man with quite a few rings on his fingers, waggles his eyebrows at the Doctor and tells him it's a potent aphrodisiac.

5 Agnifevra Malt Beer- (Consumable, Drink, Fire & Water, 1 Charge, 250,000 Gold) Deals 100,000 Flat Fire Damage, Heals, 15% Inflicts Intoxicated: Drunk, Grants 15% Ice resistance as a non-stacking buff



The malt beer is a nutty brown liquid served in tall wooden mugs. The Doctor notices that it's warm to the touch. The brewer explains that the Agnifevra's natural qualities mean the liquid self-heats upon being breached from the keg. "Good for keepin' the chill away, you'll see."

As the night progresses, and libations flow, the people fall from disco into more traditional dances. The townspeople form two concentric circles around a almost-certainly-magically conjured fire. As they dance, members of each circle flit closer and further away from the fire. Two circles of dancers become three. Three become one. They dance in and out, in and out, imitating the flames themselves as they undulate. The Doctor notices more than a few young people among them shocked as they see their grandparents, suddenly young and disturbingly nubile, join in the rhythmic dancing.

The Light Island Refugees show a preference for more dignified dances, generally pairing off and executing sweeping steps as they navigate around other pairs of dancers.

The night is warm, the drink is good, and the people are happy. Happier than they've had an opportunity to be in a long time. The Doctor boogies through the groups of dancers.

He remembers drinking quite a bit, mixing and matching to create beautiful cocktails that only look a little bit like medicine, or a mad doctor's concoctions. He remembers Master Raghul, smiling at the revelers, looking old and proud and tired. He remembers seeing even Master Dayan, the rabble-rouser from before, dancing rather awkwardly with a fetching Light Island lass, fumbling the smooth sweeps and elegant steps of her dance. In it all, he remembers seeing, like a promise, the dark gleam of the new settlement in the distance.


He has to remind himself that he remembers these, because now, rather all at once, the Doctor finds himself Elsewhere. There are clouds on the horizon, and in the far, far distance, he sees a sliver of sun, rising in what he assumes must be the east. He wonders that he's able to see the sun so late at night. Then he realizes that the clouds on the horizon extend, far beneath him. With nothing in between him and what seem to be several miles of thin air. Despite this ironclad fact, the Doctor does not seem to be falling.

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:32 pm
by Aeromage
Aeromage wrote: As far as awakenings go, "several thousand feet in the air" is a new one for the Doctor.

Still, he doesn't seem to be in immediate danger of falling, and so, after downing a few Greater Liquors (Agility, Defense, Mind, Spirit) and an Eternal Restorative (Favoured) to aid him in case he suddenly does start plummeting, he checks his Missile-Wing Prototype for functionality in case sudden flight is on the agenda and calls up a new herd of Sonic Goats to provide both protection and advanced warning should this mysterious invisible ground suddenly cut out.

Having done that, the anomalous alchemist will take a long, slow spin to look for any land(sky?)marks to head towards, or, failing that, walks off towards the sunrise to see what he might find!
Pathaky wrote: The Doctor downs his potions and checks his accessories. When he attempts to summon a new herd of Sonic Goats, however, he finds that whatever is keeping him up does not apply to his summons. They plummet as they *poof* into existence, leaving a train of plaintive bleats as they shrink into the distance. Then, just as suddenly as he found himself skyward, there are four figures surrounding him.

The first is tall and broadchested, cloaked in a flowing robe that seems to be spun out of sky itself. He has a long, coarse black beard interwoven with golden trinkets and eyebrows that extend a good half-foot out from his head on either side. This first figure sits cross-legged, stroking his beard and staring at the Doctor. His skin is the pale blue of an hour after sunrise.

The second figure is *stout*. She's covered by yards of cloth spun from precious metals. Emeralds stud each of her fingers, and her hair is the color of rusty iron. Standing, she's only as tall as the first figure is sitting. Her skin is black of dark loamy soil.

The third figure stands taller than the first two, and thin. He's dressed in exquisitely made ringmail and armor that seems to shine from within. His sharp features are obscured by a dark fabric hood, leaving only the tip of a noise and long drooping moustaches visible. In his left hand he carries a similarly slender curved sword. His skin seems to shift, as if lighted from within, just as his armor.

The fourth and final figure is of average build, but massive, dwarfing the other three. He also sits cross-legged, contemplating the doctor, tapping one huge finger on a cheekbone. His skin is dappled, the color of the sun streaming through seawater. He wears a crown of polished pink coral and is vested in a palatial assortment of fabrics: felts, silks, satins. It is this fourth figure that speaks up first. Belying his huge frame, his voice is soft and quiet. Dangerously so.

"Do you know why you are here, Doctor of "Miracles"? "
Aeromage wrote: The Doctor whirls on the spot, sequins flashing and coat billowing as he takes in the quartet of stern figures.
"I say to you THE NO!" The Doctor, now en pointe, raises an arm dramatically to point to his reflector-eyepatch. "You are of the FINDING PERSONAL but of MYSTERIOUS APPEAR! Please to INTRODUCE the FACES of YOU and YOU and YOURSELVES!"
He continues to spin gently on the spot, watching the figures' body language and expressions with great intensity.
Pathaky wrote: The huge figure pauses, eyes shifting between his neighbors. Then he continues as if the Doctor had not spoke."You are here because you have been doing things that you should not do."

The hooded figure runs a hand across its mustaches. The Doctor thinks he hear the figure smiling. "Neat trick you have there, too. You've had us gallivanting across the world t'catch you. Was that a Wish too?"

The squat woman exhales through her nose in a way that, as clear as speech, shows her extreme displeasure.

The crowned figure raises a hand in protest. It's nails are black. "Hold, compatriots. You, Miracle-Doctor, have been playing with toys not meant for you. Twice you've invoked Wish-Magic. Were you not an Outlander from Beyond the Accursed Gate, I would squeeze your head off and be done with it. But there are rules. You will not usurp the power of the Blessed again, Doctor. Consider this your warning."
Aeromage wrote: The Doctor's spin increases in pace.
"THE LACK OF CORRECTION!"
A finger points out of the centre of spin, simultaneously indicating all of them.
"The POWER of YOU and YOU and YOURSELVES? You are TO BEING WRONG! The WISH and WHIM of HE which is ME that is I, DOCTOR MIRACLES--"
An eruption of varicoloured feathers and coloured smoke fountains around the Doctor, as he is dramatically underlit from... his... underside. Yep, his backside has definitely just lit up. Paisley doves cascade from his feet. His nose blazes with crimson light. His impressive eyebrows waggle emphatically.
"Is of NO POWER OF YOU or the INDRASENAS but OF THE FURTHER BEYOND! The STEAL? NO! The CHOICE OF DOCTOR MIRACLES is of SOURCE and LOCATE! The NOT OF FOR MYSELF? No! The WISH and MAGICS are of THE FREQUENCY by NEXUS! Be of the CALM and LACK OF JEALOUS! The CREDITS are NOT OF YOU!"

The wish-crafters have, in their arrogance, revealed some rather useful information.
First, they think the Doctor to use Wish Magic to bounce around the world. The Doctor himself doesn't even know why he often finds himself where he is, and he's fairly sure nobody else is, either (especially given such important locations as the Moon Duke's Palace would ordinarily be able to rebuff such intrusions, to his mind). Wishes certainly aren't the source.
Second, they had to work rather hard to catch up with him.
Third, they can't, for whatever reason, just arbitrarily attack him.
Also, they seem to think themselves powerful enough or are arrogant enough to speak for a world, which does not particularly interest the Doctor. In fact, he can't imagine anything more tedious than being lectured by those who think themselves unassailable and seek to prevent him making the world a happier, more interesting place.

"The VIOLENCE is of UNNECCESSARY and WRONGFUL! ADVANCE YOURSELF towards the AWAY and HAPPY, for HE which is ME that is I, DOCTOR MIRACLES--"

The Doctor doesn't even allow himself to finish the sentence. Deciding to get going while the going is still good, and without giving any prior indication, he simultaneously activates his missile-wing-jetpack to launch himself away and channels a very particular spell through the Holy and Most Walrusy power of his Festival Staff.

His plan runs thus:
It is barely sunrise.
Someone, somewhere below is sleeping.
Someone, somewhere below is dreaming.

FROM THEIR DREAMS, WITH SPARKLES, HE ARRIVES.
FABULOUSLY.

*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
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

Make a Dramatic Entrance- (Passive Ability, Diplomat) Possessor has a 30% chance of inflicting Charm: Impressed on each opponent at the start of battle
Pathaky wrote: The Doctor blasts off midsentence, magic flaring around him in starbusts of plaid and paisley as he channels his escape spell. Behind and below him, he hears a roar of anger. The skyscape fades as the Doctor disappears into....somewhere.

The Doctor is swimming in a river of light alongside eels with the faces of people. He doesn't recognize any of them. Why would he? It isn't his dream. The sun shines from above, sending beams of radiance through river of light. Somehow, this works.

It only takes a moment for the Doctor's particular...style to begin to assert itself. He can hear strains of funky disco bass as if from far away. He notices several goats swimming next to him. Birds in all colors, shapes and patterns push their way out from his coat and hat.

Then there's a door ahead of him, thrumming along with the music, with a little paneled window showing impressions of a dark room through it. There is a sound like a thunderclap, and river of light shudders. A booming voice fills the Doctor's mind.

"You have more pique than I expected, Miracle-worker. Safe travels. Remember our warning."

Behind the Doctor, already fading into translucency, is a gargantuan catfish. The eel-people scatter in panic and the whole river begins to skitter and shake as if fraying from the edges in.
Aeromage wrote: Calling upon the power of his GLORIOUS HAT to gather the birds around him and propel himself forwards, the Doctor bursts through the door, already preparing to strike a fabulously sparkle-laden pose in a burst of doves, sequins and goats!

"IT IS MYSELF!"

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 Posing- (Stance Ability, Diplomat) Possessor's Charm infliction chances increase by +5%
Pathaky wrote: The Doctor makes the push to the door as the dream collapses around him! As he swims through it, he has the feeling of being squeezed through an incredibly tiny space, almost extruded, like frosting as it's piped onto a cake.

He explodes out into the darkened room in an eruption of sound, light, and birds. The doves, flying at full speed, splat-splat-splat into the walls of the small bedroom, careening wildly in their confusion around the confined space. Then come the sequins, tiny and shining, veritably coating the walls in a cone ahead of The Doctor as he twirls out of the dream and into reality, striking a sensual pose and shouting his arrival.

Predictably, there are screams from the bed as a young human, plaid confetti drifting from her ear, backs away from the Doctor as quickly as possible into the corner of her bed, sheets pulled up to her chin.

The room is a pretty typical sort of bedroom. There's a bookshelf, a simple dresser, and a tall closet, but not much else in the way of personal ornamentation.
Aeromage wrote: "THE THANKS OF MYSELF!"
The Doctor winks at the terrified girl, twirls the Rod of the Goat Miser in one hand, vaults atop the resulting Sonic Goat and departs the bedroom at speed in a burst of sparkles, disco music and doppler-effect bleating, leaving a bag of gold (500,000 Gold) in his place. He seeks to find out where he is!
Pathaky wrote: The Doctor leave behind gold, sequins, splinters, and confusion as he goes through the door, down the stairs, and out through an open kitchen window, sailing through the air as he attempts to get his bearings.

He finds himself sailing above the roofs of terraces of square, squat houses spreading out before him into a shallow valle. The moon, nearly full, provides enough illumination to see that the settlement is surrounded by rolling hills of tall grass. A broad road runs through the valley outside of the town, connected to a palisade wall of stakes surrounding the settlement by a smaller path flanked by more square flat-roofed houses. Several lights flicker on in houses around the one the Doctor just made his exit from, no doubt woken by the noise, strange music, and screaming.
Aeromage wrote: The Doctor continues summoning up a herd of Sonic Goats, and, after a moment's thought, adds a Regal Goat atop one of other members of the herd to add that bit of undeniable authority to the mix. Satisfied at the level of goat in his vicinity, the mad mixologist sets off around the town at speed to see if there's anything interesting in the area or beyond the walls.
Pathaky wrote: Doctor Miracles races through town atop his habitual posse of bleating companions. Lights wink into existence in windows as he passes by.

He entered the town in what seems to be a residential district. As he moves, he notices the character of the buildings changing from cozy terraced homes to larger, more ornately decorated buildings constructed in clumps around walled gardens. The impression is rather reminiscent of the petals of a flower radiating outward from their origin. This part of town also sports gas lampposts doing their best to dispel the darkness with cheery orange pockets of illumination. The Doctor passes through without any trouble.

Outside the town, past the palisade, the road stretches out into the distance in both directions, cresting the gentle hills and disappearing behind them. Lining the road on either side are a series of wooden tripods, little more than stakes tied together at the top. They look plenty sharp for that, though.

It's a beautiful night, really. The stars twinkle above in unknown constellations and formations, framing the pale moon as it climbs through the sky. There's a bit of a smell, though, something rank and off-putting.

From behind him, the Doctor can just make out the sounds of voices coming from the direction of the town. This is around the same time he realizes that more than of the wooden tripods lining the roads are topped with...are those heads?
Aeromage wrote: The Doctor is sure there's a reasonable explanation for all of this. Perhaps he's mistaken. Perhaps they simply take capital punishment very seriously. Or perhaps they're all a bunch of murderous savages in homes that belie their true nature.
Taking the entirely sensible stance that it would be best to be prepared in case they do all turn out to be goat-averse murderous cannibalistic savages, or worse, Magical Girls, the Doctor decides to create a Zone of Magic and a few Confusion Potions to aid his escape if needs be.
Just a few.
200, to be precise.

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


And of course, because what's a brewing session without a little experimentation, he attempts to throw some Azoth into the mix to see what he gets. And a few brewed-up castings of Love Potion, because if potential cannibal savage magical girls are more focused on each other in the confusion than he, so much the better.

Love Potion- (Spell, Alchemy, Light & Fire, 0 MP, 5,000,000 Gold) 80% inflicts Charm: Lovestruck



Bottles and vials and potions whirl and blur around the man as he thunders on atop the most regal of goats, which is itself atop a Sonic Goat at the head of a herd of said other goats.
Pathaky wrote: The Doctor creates an assemblage of truly baffling potions in case of terrible-horrible-cannibal mob. They shimmer with motes of suspended Azoth. The Doctor's still not sure exactly what that'll do.

A small crowd rounds the corner of the gate and stops. From this distance they seem to be sleepy looking deva and humans. Several of them are holding pikes, while others are carrying lanterns. A woman with coffee-colored skin stands in front of all of them, carrying a curved saber and wearing a ferocious expression. Her brown curls are matted from sleep, and she's dressed in a painted leather vest over a long nightshirt. She raises the saber at Miracles and his pyramid of goats.

"You! Goat-man! What do you think you're doing?"

The crowd inches forward behind her.
Aeromage wrote: "HE-" the Doctor spins, sequins a-glitter,
"That is ME-" his rainbow cloak of feathers billows dramatically about him as he poses atop the goat-stack,
"Which is I, DOCTOR MIRACLES, have the TRAVEL with DREAMS and EXIT! Are you to DOING THE PLACE of WHAT and HERE? The WHEREABOUTS MYSTERY and QUESTION? DOCTOR MIRACLES is of the LARGE CONFUSION!"

Despite his flamboyant posing, the Doctor is alert and ready to spring into action at a moment's notice.
Pathaky wrote: The woman stares at him, bemused, but still angry.

"W-what? Speak plainly! What business do you have skulking around our streets at night? Are you one them?"
Aeromage wrote: "DOCTOR MIRACLES has the SPEAKING OF UNFLAVOURED!" He gestures dramatically to emphasise the point, sequins sparkling and underlighting strobing. "HE that is ME which is I am of the LOCATION of UNCERTAIN and CONFUSE! The THEM of which the FACES of YOU and YOU and YOURSELF are to EXPOUND? The KNOWLEDGE of NO, the NONPRESENCE OF EXIST!"

The Regal Goat bleats with dignity from beneath the Doctor.
Pathaky wrote: The woman glowers.

"You don't even know where you are? Are you simple? This is Aayshwar, and we don't take kindly to outsiders zooming through our streets at all hours of the night. Get going, or we'll have to put you on the roadside like the rest of them."
Aeromage wrote: "The THREATENING? The FACES of YOU and YOU and YOURSELF have THE UNNECESSARILY! HE which is ME that is I shall EXITING!"
And with that, the entire stack of goats crouches, tenses, and springs skywards, over the wall and into the lands beyond with a chorus of sonic boom-bleats. The Doctor fully intends to enjoy this beautiful night without a bunch of grumpy, xenophobic murderous sorts trying to chop his head off.
Pathaky wrote: The doctor and his herd of hyperactive goats rush east, away from Aayshwar and the terrible head-lined road.

The steppe spreads out like a bunched tablecloth ahead of the doctor, the shifting grasses broken up only by copses of wind-gnarled trees. Occasionally, the Doctor spots a herd of some dimly-outlined grazing animals, but as his disco-lighted train of goats approaches, they scatter.

Coyotes howl sweetly in the distance, the wind gently ripples the grasses. It would be the pinnacle of nocturnal peace, if it were not for the plaid-clad, disco-blasting backlit Doctor and his marauding goat-train. They stand out like a sore glowing tacky thumb.

The hills begin to shrink into a more-or-less flat expanse of grassland. To the north, The Doctor thinks he can see moonlight catching on a large body of water. To the south, he sees, in the far distance, the silhouetted outlines of buildings.

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:37 pm
by Aeromage
Aeromage wrote:Sat Jul 23, 2016 1:30 pm
Not wanting to have a run-in with further murderous beheading grumps, the Doctor instead orients himself towards the body of water. Perhaps its waters will have interesting properties, or perhaps there will be interesting materials nearby for alchemical purposes!
So resolved, the backlit, disco-radiating, high-speed train of goats sets off northward!
Pathaky wrote: The doctor makes his choice and heads north.

The lake is ringed with a fringe of trees and tall growth. The night songs of crickets, frogs, and other small things fills the air.

The lake itself spreads out ahead of him, dark and glossy. The doctor spots several shadowed shapes laying by the shore, half-hidden by a stand of cat-tails. Upon closer inspection, the shapes resolve into bodies.

Three headless bodies, dressed in traveler's garb, laid out peacefully with their arms crossed.

Lights play above the water at the center of the lake.
Aeromage wrote: What's this?

A group of headless bodies interrupting a pleasant moonlit goatride?

DOCTOR MIRACLES will deal with this!

Whether some bizarre funerary rite, strange religious offering or something darker besides (such as the infinitesimally slim chance of being related to the practice of decapitating people that aren't well-liked in these parts), the Doctor is certain things will be far better once he's Fixed Everything. Standing tall atop the Regal Goat atop the Sonic Goat atop a bunch of other Sonic Goats, the mad medic pulls a beautiful, burning plume of solid flame from a pocket, holds it aloft, and lets it go in a torrent of regenerative light, the healing and resurrective powers of the Phoenix Plume washing out in a wave towards the bodies!

(Item-All: Phoenix Plume)
Pathaky wrote: The Doctor raises his plume high! A scarlet wave of YES pulses out from him, passing through the cat-tails and into the lake water. The headless bodies twitch as it passes through them, then fall still once more.

Well that's strange. They must not be dead.
Aeromage wrote: Strange indeed! The Doctor goes to scan the bodies, but realises, with dismay, that he has no easy method of doing so!

Then he recalls that everything can be solved with goats.

The Goatrod is activated! A Tall-Legged Goat rises majestically into the pile! The Doctor, atop the Regal Goat, hops onto the newcomer.

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


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
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
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

SUCH SCANNING IS HAD.
Pathaky wrote: The Doctor's-and-goat's scans work, but are flashing as only partially complete. They return:

x3 Penanggalan
Level 35,
Monster, Air & Darkness & Magic
Aeromage wrote: On the one hand, they're weird monsters.

On the other, they aren't exactly making any obvious aggressive moves and just seem to be minding their own business doing whatever it is they're doing. The Doctor sees no need to fiddle with them further at this juncture! Hopping (astride the Regal Goat) back atop the Sonic Goatpile, the Mobile Miracles Mammal March sets off once more at speed, doing a circuit of the lake to look for interesting materials to gather. A sample of the water is also taken via bottle.
Pathaky wrote: The Doctor circles the lake, taking samples and keeping his eyes out for interesting flora and/or fauna! On the water, the lights continue to dance

The lake is ringed with tall grasses, cattails, and groves of twisted trees with roots that arch out over the water. The doctor manages to get a few samples of these, but none of them are particularly noteworthy.

He gains:

3 Exotic Plants- (Item, Antiquity, Earth, 14,000 Gold)

As he continues his trip around the water, he finds more of the strangely-peaceful bodies scattered around the water, all mostly-tucked out of sight, all resting peacefully with their arms crossed. They're dressed in all manner of fashions, from travel-stained linens to fine silks and ecclesiastic robes.

Where the plants were unremarkable, the lake-water the Doctor samples is something else entirely. He gains

Spell-Saturated Water- (Item, Antiquity, Water & Magic, 200,000 Gold)
Aeromage wrote: (200,000 Gold?)

Fascinating! The Doctor attempts ALCHEMY (or, to a lesser extent, Divination, which he's considerably worse at) to try and figure out what spell(s) or school of magic is saturating the water! He continues to leave the bodies alone. Clearly, it's some sort of meeting of entity-whatsits.
Pathaky wrote: He examines the water with alchemical carefulness! This lake seems remarkably receptive to magic of all types, holding and preserving the essence of spells, making complex layered works of magic much more accessible for less-talented practitioners.

The lake water is absolutely teeming with the workings of a plethora of Dark Magic, Summoning, Channelling, and Divination spells. Unfortunately, the Doctor's alchemical prowess doesn't allow him any identification past that. As he examines the sample, the spell-workings begin to dissolve out of the water in sparks of fading magic. It seems that removing the water from the lake lessens it's efficacy.
Aeromage wrote: The Doctor decides the water's spell-workings aren't really his forte, and that the headless body-things (hosts of some variety, perhaps?) are perfectly fine minding their own business.

As such, he vaults back atop his precarious pyramid of goats, gestures imperiously in a random direction, and is carted off backwards in the opposite direction at sonic speed for FURTHER ADVENTURE!
Pathaky wrote: The Doctor and his cascade of goats gallop away from the strange lake, no wiser to it's true purpose than when they came!

When the Doctor rides in a random direction, it's typically very random. He must have blinked at some point because the darkness of the night sky is replaced by the darkness (and pressure) of deep-dark underground. The goats skid to an uneasy stop as their train reaches a dead-end.

The Doctor is surrounded on all sides by slick stone, the only illumination coming from his august personage. Behind him the tunnel, for that's what he finds himself in, stretches off into blackness.
Aeromage wrote: Well, clearly this won't do. Darkness just doesn't cut it as a dancefloor. And he can't be expected to do all the work.
To which end, the Doctor sets about Guiding and Reshaping Evolution on his summoned Sonic Goats to ensure they have some means of lighting up their surroundings. He has quite the expertise with the subject, after all. How this will manifest? He leaves that up to Evolution itself to decide!

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'
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)

(He also has Beastmaster and other Goat-related things to further attempt to make this a success)



He'll wait and see how effective this is before moving his goat-spelunking expedition onwards.
Pathaky wrote: The Doctor acts, and his goats begin to change, bleating timorously as quills pierce out from their backs between newly-jutting plates of shell. Throats distend as acid-sacs develop spontaneously. The Doctor guides their evolution, and the quills develop small bead-like protrusions along their length, which flicker into light with neon-green illumination.

They really look more like the lovechildren of armadillos and frogs than goats. The once-goat that the Doctor stands atop bleats at him reassuringly. Some things will never change.

The spot of subterranean tunnel is considerably brighter now! The good Doc can see further down the tunnel. The slightly-slick walls of rough black rock continues out of sight.

The dead end of the tunnel behind the Doctor, however, shifts. Just a bit. Like a sleeper moving out of the way of a sun-beam poking through the curtains onto their face.
Aeromage wrote: The Doctor quirks an eyebrow at the shifting piece of wall and sends a goat-frog-dillo to poke at it, on the offchance that something's attempting to get the drop on him. Just to be double-sure, he prepares a Pseudouniversal Solvent, poising himself to add one (or several. Who's counting?) of those pre-made weirdo-mixture potions he whipped up earlier, just in case.
And just to be triple-fabulously-sure, he prepares his Goatvolution Squad to take off at sonic speed (along with him and his Regal Goat) down the tunnel in case it ends up not being enough to deal with any fallout that arises.
Pathaky wrote: The doctor continues down the corridor, potions in hand, monster-goats in tow. The path winds as he progresses in a series of switchbacks, dark slick stone whizzing past him. Behind him, past the range of his goatlights, a slick slithering sound echoes. the doctor catches the impression of massive conical teeth and a circumfrence of slithering legs.
Aeromage wrote: Was there ever a better time for potions? This is a trick question. The best time for potions is always. And the best amount of potions is MANIFOLD

Not one to let creepy slithering grue-alikes dictate the rules of engagement, the Doctor, hands blurring as he sits himself backwards on his goat, proceeds to unleash a barrage of strange, unknown-effect Azoth-and-goodness-knows-what-else infused Love-Confusion-based potions.
But SCIENCE marches ever onwards, and he's not going to stop there! Should the bizarre, unknown potions fail to work their magic by themselves, other alchemies will have to be added to the mixture through the binding, transmutative force of Azoth!
Highly Unstable Concoctions! Pseudouniversal Solvents! Sticky Sap! That weird Glowing Orange Lizard Tail Elixir! NOW IS ALCHEMY TIMES!

The goats keep their pace up, thundering through the network of tunnels at speed!
Pathaky wrote: The Doctor pelts the pursuer with a bevy of alchemical creations as he speeds along the tunnels.

Behind him, the pursuing THING stops in a fit of coughing. There's a noise like a vacuum cleaner finally dislodging a stubborn clump of debris, and a voice rings out, punctuated by racking coughs.

"W-wait! I don't mean any ha-harm! N-not R-really!"
Aeromage wrote: Potions still poised and resplendent cloak of WONDERMENT AND CAW prepped to unleash a barrage of whatever bizarre birdlife the man can possibly draw from in these uncertain and exotic climes, the Doctor raises himself to his full, sparkling, indignant height.

"The CONSUME and RAVAGEMENT was of NO ABUSING? EXPLAIN YOU AND THE FACE OF YOURSELF TOWARDS HE-"
Potions are juggled, casting an arc of eerie and chemical light about the man,
"-THAT IS ME-"
The Evolved Goatsquad unleash a muffled chorus of bleats, quilldrops glowing and shining in the gloom,
"-WHICH IS I, DOCTOR MIRACLES! The TIMES of EXPOSING is NOW!"
Pathaky wrote: There's another sound, like several tons of snake slithering into itself, punctuated by a series of bone-crunching pops and cracks.

Out of the darkness strides an indistinct humanoid figure. As it inches closer to Dr. Miracles and into the light, it resolves into a young-looking man with a frizzed-out-in-every-direction mess of white hair. He's dressed in a long, ragged plaid coat, with a spotted vest, striped trousers and a belt of tarnished-but-still-shiny stones. His feet and hands are calloused, filthy, and spotted with dried blood. The newcomer raises his hands placatingly.

"No abusing! Not at all! It's rather embarrassing, honestly. I, er, thought you were food."

He doesn't look at The Doctor while speaking. Instead, he's staring at the Doctor's herd of goats.

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:44 pm
by Aeromage
Aeromage wrote: "DOCTOR MIRACLES is not of the EDIBLE!" Potion in hand, the Doctor quirks an impressive eyebrow at the hobo-elemental (?). "The EATING of the GOAT of THIS is to have THE FURTHER INADVISIBILITY!" The Doctor pokes one of his evolved goatsquad with his staff, prompting a bleat-vomit of boiling acid spittle onto the floor by way of illustration.
"If YOU and the FACE OF YOURSELF is of REQUIRING the DINNERS, the GOAT OF LESS DANGEROUS can be OF THE PROVIDE!"

And so saying, the Doctor twirls the goatrod, summoning up a small group of decidedly Ordinary Goats. Ordinary Goats and whatever large, edible and docile birds he can pull out of his cloak. Goats and birds upon which he immediately bends his powers of Evolution (and the Guiding thereof) to nudge them towards the 'tastier' end of the spectrum.

The Doctor sparkle-twirls upon his own pile of goat. "The READINESS of EAT is SOON! As the WAITING shall become, provide HE that is ME which is I, DOCTOR MIRACLES-"
he abruptly stops spinning, striking a dramatic pose,
"-the EXPLAIN! The WHO! The WHERE! The WHY IS WHERE!"
Pathaky wrote: Doc twirls his rod and fat partridges and portly goats poof into existence and begin growing even more robust and fatty as he nudges them along their evolutionary trails.

The man scratches his chin ruefully at the question. "Er, I guess I can give it a shot.."

He takes a deep breath, but as he begins to speak, he doubles over, words dying in his throat as he's wracked with convulsions. The man falls to the ground in a silent shaking heap, bloodless mouth clamped vise-shut.
Aeromage wrote: The Doctor was certainly not expecting that.

Fortunately, the Doctor is also a Doctor. Also a Healer and an Accredited Physician, among many other things!

DIAGNOSIS MODE IS OF THE ENGAGE!

Summoning a (rather cramped) Tall-Legged Goat to perch atop and initiate scanning, the Doctor thoroughly examines the man to determine if there's any physical cause for his malady!

The Doctor is not OF THE INATTENTIVE or UNAWARE, however, and, should the issue look to be more of a magical or curse-based effect, he shall instead turn to his signature branch of skill to either remove or ameliorate the issue!

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

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



Mixing a non-damaging instance of the Solvent together with an Eternal Restorative to ensure that, if not removing the issue, the effect at least constantly chips away at the worst of it, the Doctor then further reinforces his magnificent foray into the ocean of curatives by empowering the entire thing with Azoth, particularly using that new ability he came up with earlier!

Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Posessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive Magical Attack or Cast a Spell action that is not Azoth element. Said action gains +10,000 Magical Attack, gains the element Azoth, may become solely Azoth element, and cures a debuff and a negative status effects from sources that are less than 10 levels higher than possessor.

Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below

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
Pathaky wrote: Doctor Miracles looms over the tunnel-thing from atop a tall-legged goat. He gets confusing information from his scan-attempt. This fellow is a Shapeshifter. Any information past that that Miracles attempts to examine slides around the edges of his vision, just out of comprehension.

Unsure of the exact nature of the man's malady, The Good Doctor applies his volley of medicines.

The Azoth-Infused Solve-Storative washes over the man, suffusing him with a rainbow-oilslick of colors that trails behind him into the darkness of the tunnel, where it illuminates the liminal edges of a huge, hunched shape.

The man's shuddering slows, then stops. From the darkness of the tunnel, there's a ballon-pop of sound.

Doctor Miracles gets XP for a level 60 enemy.

The man carefully picks himself up, and opens and closes his mouth experimentally.

"My name is...." he winces, "...Abhivenesh." His face brightens as he *doesn't* experience wracking pain.

"Ha! Abhivenesh! Abhivenesh! Abhivenesh! Me!" He rushes forward and grabs one of the fattened goats and hoists it above his suddenly-sinewy-arms. Abhivenesh's face distends, mouth growing in a hideous omni-directional smile as he lowers the struggling goat into his gaping maw.

The spurting and crunching sounds come not from the poorly dressed man, but from the vague darkness behind him. He makes short work of the rest of the provided livestock, entirely ignoring Doctor Miracles.

After his feast, he pats his grossly distended belly with all evident signs of great satisfaction. Small raggedly-shaped birds flutter out of the darkness behind Abhivenesh and settle on his shoulders.

"First, O Beneficent one, let me say THANK YOU!" The last two words are yelled loudly enough to make the tunnel shake. "I'm Abhivenesh. This is my prison. Or was, really. I was cursed to remain here by those blue-skinned Djinni bastards. 'Let him be locked away from all the Airs of the Sky, down where none may reach. Let him remain beneath the vault of the earth, away from the eyes of All Skies And Airs.' That's what they said when they threw me down here!"

He rolls his neck, cracking it with sighs of satisfaction.

"I feel SO much better now."
Aeromage wrote: "You have ALL OF THE WELCOME!" The Doctor executes a quick pirouette-to-double-finger-guns manoeuvre. "HE which is ME that is I, DOCTOR MIRACLES--" a brief flare of disco-music and accompanying sparkles illuminates the odd alchemist, "--would have the DOCTORATE OF NO for to IGNORING the MALADY OF PRESENTATION TO THE FACE OF MYSELF!"

He spin-hops back onto his Regal Goat, which resituates itself atop its makeshift Evolved Sonic Goat-palanquin.

"What are the GOALS of YOU and YOURSELF for the TOMORROWS AND FUTURE? The REMAINDER of CAVERN? The JOURNEYS of ELSEWHERE? The TRAVEL to the OTHER WORLDS of MANY or the NEXUS CITY?"
Pathaky wrote: "The uh, JOURNEYS of ELSEWHERE. As you say. I have hungers to feed and debts to pay, you see." Abhivenesh scratches at his grimy chin. "Don't think I'll need to worry about those Djinni assholes either. They only caught me last time because they cheated. And I've had a loooooooooooong time down here to plot out how I'm going to avoid being cheated again." He cranes his neck, which stretches far more than a normal neck should, up toward the ceiling of the tunnel. "And I haven't had fresh air for... I can't even remember how long. Or seen the sun."

In the darkness behind Abhivenesh, the barely visible coils of something begin to writhe and shake. "I really can't thank you enough, Strange Doctor of Miracles. I don't have much of anything down here to give you. But I think I can share this. Hold still now, this may hurt."

Whip-fast, Abhivenesh snakes forward, all long planes of skin and ridges of bone, coiling around the goats and the walls and ceiling of the tunnel. His "face" dangles next to Miracle's, and he whispers, a small sound that causes the walls of the tunnel to shudder.

The sound wriggles down into Miracle's ear, coiling around and around through to his brain, where it bursts like an overripe fruit.

The Doctor sees things. A flower folds into a butterfly, whose wings stretch into fanned, finely manicured hands. The fingers of the hands wriggle away, little caterpillars that dance before his eyes, hardening into cocoons as the abandoned palms flatten into stingrays. The forms change and change and change, never-still, never satisfied with what they are. They multiply, filling his vision until, as if from a far way off, The Doctor can see them, in their individual-yet-repeating patterns, form the image of a woman, wrapped in a shroud, sitting, cross-legged. She holds a wide, shallow bowl in her lap, made of millions of tiny wriggling forms, too distant to identify. In her hands she holds a pestle, poised to crush, grind, and reform.

And then he's back in the tunnel, with it's trickle-trickle-trickle of fetid water, it's cloying darkness, and Abhivenesh, now back in his Faux-hobo-doctor form, sweating.

The Doctor gains:

Knowledge of the Athsi-Akara's First Syllable- (Passive Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into one lower-level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster below level 40 that is normally fightable for drops on the enemy list.



Abhinevesh then rockets backward and upward, boring through the tunnel wall like a corkscrew held by a thirsty drunk. Dust and rock-shrapnel pepper the doctor and his goats for light environmental damage.
Aeromage wrote: The Doctor spins himself rapidly on the spot to shake the worst of the aftereffects of his new linguistic knowledge, dusts himself off mid-spin, and then comes to an abrupt halt on tip-toe, knees bent, one finger pointing dramatically forwards(ish).

"The SUCCESSIVE TODAYS have been of FRUITING and EXCELLENCE! Let us be OF THE ONWARDS!"

And with that, the entire pile of evolved goats, questionably-sane alchemist atop it all, rockets off at sonic speed through the tunnels to whatever the next port of call might be.
Pathaky wrote: The Doctor races through the tunnels, leaving Abhinevesh to his newly-purposed burrowing.

It's one of his rather classic wrong turns. One minute he's rushing around a bend in the tunnel, the next he's tumbling, goats and all, out of a second-story window in Nexus, landing in a surprisingly dignified heap that swiftly reassembles itself into the Doc's preferred travel platform.

Doctor is back in Nexus!

I'll work on a summary either later today or tomorrow!
Aeromage wrote: NOT IF I GET THERE FIRST (This is the initial pass, Pathaky may add/tweak things)

Items in italics require review and approval.



The Doctor loses:

699,490 Gold

19,490 XP



The Doctor gains:

1 Fame

XP for 2 Level 35 entities


Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Posessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive Magical Attack or Cast a Spell action that is not Azoth element. Said action gains +10,000 Magical Attack, gains the element Azoth, may become solely Azoth element, and cures a debuff and a negative status effects from sources that are less than 10 levels higher than possessor.

Knowledge of the Athsi-Akara's First Syllable- (Passive Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into one lower-level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster below level 40 that is normally fightable for drops on the enemy list.

Wish Specialization: Architecture- (Passive Ability, Weirdworker) Large Structures summoned through use of the Wish spell cast by possessor gain +2,000,000 HP, +100,000 Defense, and inflict a random minor positive status effect on an ally at the start of each round as a non-stacking buff.



5 Agnifevra Malt Beer- (Consumable, Drink, Fire & Water, 1 Charge, 250,000 Gold) Deals 100,000 Flat Fire Damage, Heals, 15% Inflicts Intoxicated: Drunk, Grants 15% Ice resistance as a non-stacking buff

5 Passion-Pitcher Liquor- (Consumable, Drink, Fire & Darkness & Water, 1 Charge, 550,000 Gold) Deals 175,000 Flat Fire Damage, Heals, 80% Inflicts Intoxicated: Drunk, 50% Inflicts Charm

3 Passion-Pitcher Plant- (Consumable, Deadly Item, Fire & Darkness & Earth, 1 Charge, 250,000 Gold) Deals 150,000 Flat Fire Damage, Inflicts Charm on targets below level 20. 40% inflicts Charm on targets below level 40.

'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.

Agnifevra Bush Leaves- (Item, Material, Fire & Water & Earth, 200,000 Gold)

3 Exotic Plants- (Item, Antiquity, Earth, 14,000 Gold)

Spell-Saturated Water- (Item, Antiquity, Water & Magic, 200,000 Gold)


Creator of Apeksha, The Whitestone Settlement, in the Desert of Heretics on Indrasena
Suspected by the Church of Indrasena for Aiding Heretics
Draconics wrote: Given this is completed and more on the mods for updating, not running, I'm going to hop it to NMA.
Pathaky wrote: Revised Summary:

Doc gains:

*Doctor Miracle's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN

1 Fame

XP for 2 Level 35 entities
XP for a level 60 entity

Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Posessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive Magical Attack or Cast a Spell action that is not Azoth element. Said action gains +10,000 Magical Attack, gains the element Azoth, may become solely Azoth element, and cures a debuff and a negative status effects from sources that are less than 10 levels higher than possessor.

Knowledge of the Athsi-Akara's First Syllable- (Passive Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into one lower-level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster below level 40 that is normally fightable for drops on the enemy list.

Wish Specialization: Mystic Architecture- (Passive Ability, Weirdworker) Large Structures summoned through use of the Wish spell cast by possessor gain +2,000,000 HP, +100,000 Defense, and inflict a random minor positive status effect on an ally at the start of each round as a non-stacking buff.


'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.


5 Agnifevra Malt Beer- (Consumable, Drink, Fire & Water, 1 Charge, 250,000 Gold) Deals 100,000 Flat Fire Damage, Heals, 15% Inflicts Intoxicated: Drunk, Grants 15% Ice resistance as a non-stacking buff

5 Passion-Pitcher Liquor- (Consumable, Drink, Fire & Darkness & Water, 1 Charge, 550,000 Gold) Deals 175,000 Flat Fire Damage, Heals, 80% Inflicts Intoxicated: Drunk, 50% Inflicts Charm

3 Passion-Pitcher Plant- (Consumable, Deadly Item, Fire & Darkness & Earth, 1 Charge, 250,000 Gold) Deals 150,000 Flat Fire Damage, Inflicts Charm on targets below level 20. 40% inflicts Charm on targets below level 40.

Agnifevra Bush Leaves- (Item, Material, Fire & Water & Earth, 200,000 Gold)


3 Exotic Plants- (Item, Antiquity, Earth, 14,000 Gold)

Spell-Saturated Water- (Item, Antiquity, Water & Magic, 200,000 Gold)


Awards:
Helped the Town of Sani-Taklif Solve it's Refugee Crisis on Indrasena-un-Sesamara
Creator of Apeksha, The Whitestone Settlement, in the Desert of Heretics on Indrasena-un-Sesamara
Suspected by the Church of Indrasena for Aiding Heretics on Indrasena-un-Sesamara

Doc loses:

820,000 XP (For making the elders of Sani-Taklif young again)

-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

(Not sure where you saw him losing the gold from earlier.)
Lord Gadigan wrote:
1 Fame

XP for 2 Level 35 entities
XP for a level 60 entity



Approved.
Lord Gadigan wrote:
*Doctor Miracle's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN



World-specific document with little use off-world. Approved as bound.
Lord Gadigan wrote:
Awards:
Helped the Town of Sani-Taklif Solve it's Refugee Crisis on Indrasena-un-Sesamara
Creator of Apeksha, The Whitestone Settlement, in the Desert of Heretics on Indrasena-un-Sesamara
Suspected by the Church of Indrasena for Aiding Heretics on Indrasena-un-Sesamara



Approved.
Lord Gadigan wrote:
Doc loses:

820,000 XP (For making the elders of Sani-Taklif young again)

-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



Approved.
Lord Gadigan wrote:
3 Exotic Plants- (Item, Antiquity, Earth, 14,000 Gold)



Already exists. Approved.
Lord Gadigan wrote:
Spell-Saturated Water- (Item, Antiquity, Water & Magic, 200,000 Gold)



Approved with no mark.
Lord Gadigan wrote:
(11:14:07 PM) lordgadigan: Agnifevra Bush Leaves- (Item, Material, Fire & Water & Earth, 200,000 Gold)

(11:14:11 PM) lordgadigan: Please elaborate on this bush
(11:14:37 PM) lordgadigan: Looks like it makes a beer
(11:14:45 PM) pathaky@hotmail.com: It can!
(11:15:10 PM) pathaky@hotmail.com: It's a bush that thrives in volcanic soil, and creates the humidity it thrives in through special secretions
(11:15:32 PM) pathaky@hotmail.com: It's fruit is a popular addition to brewing
(11:15:35 PM) lordgadigan: Thank you. That's good.



Approved.
Lord Gadigan wrote:
(11:15:46 PM) pathaky@hotmail.com: and makes a commonly consumed beer in the Islands
Lord Gadigan wrote:
(11:16:03 PM) lordgadigan: 5 Agnifevra Malt Beer- (Consumable, Drink, Fire & Water, 1 Charge, 250,000 Gold) Deals 100,000 Flat Fire Damage, Heals, 15% Inflicts Intoxicated: Drunk, Grants 15% Ice resistance as a non-stacking buff

5 Passion-Pitcher Liquor- (Consumable, Drink, Fire & Darkness & Water, 1 Charge, 550,000 Gold) Deals 175,000 Flat Fire Damage, Heals, 80% Inflicts Intoxicated: Drunk, 50% Inflicts Charm

3 Passion-Pitcher Plant- (Consumable, Deadly Item, Fire & Darkness & Earth, 1 Charge, 250,000 Gold) Deals 150,000 Flat Fire Damage, Inflicts Charm on targets below level 20. 40% inflicts Charm on targets below level 40.

(11:16:04 PM) lordgadigan: These
(11:16:12 PM) lordgadigan: Damage values are off-kilter to price a bit
(11:16:16 PM) pathaky@hotmail.com: Probably
(11:16:17 PM) lordgadigan: Would you rather that I adjusted
(11:16:19 PM) lordgadigan: The Damage
(11:16:20 PM) lordgadigan: Or the Price
(11:16:21 PM) lordgadigan: ?
(11:16:22 PM) pathaky@hotmail.com: I'm rather bad at those sliders
(11:16:34 PM) lordgadigan: It's okay, particularly since formulas changed over time
(11:16:34 PM) pathaky@hotmail.com: Damage on the malt beer
(11:16:40 PM) pathaky@hotmail.com: gold on the passion-plants
(11:16:43 PM) lordgadigan: ty



Approved with mark and the following text-

Agnifevra Malt Beer- (Consumable, Drink, Fire & Water, 1 Charge, 250,000 Gold) Deals 10,000 Flat Fire element Damage, Heals, 15% Inflicts Poison: Drunk, Target obtains 15% Ice resistance as a non-stacking buff

Passion-Pitcher Liquor- (Consumable, Drink, Fire & Darkness & Water, 1 Charge, 4,375,000 Gold) Deals 175,000 Flat Fire element Damage, Heals, 80% Inflicts Poison: Drunk, 50% Inflicts Charm

Passion-Pitcher Plant- (Consumable, Deadly Item, Fire & Darkness & Earth, 1 Charge, 3,750,000 Gold) Deals 150,000 Flat Fire element Damage, Inflicts Charm on targets below level 20, 40% inflicts Charm on targets below level 40

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:46 pm
by Aeromage
Lord Gadigan wrote:
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.



Approved as the following with a mark:

Scroll of Sublime Quenching- (Consumable, Scroll, Water & Magic, 3 Charges, 4,000,000 Gold) User obtains a non-stacking buff that provides Fatigued: Dehydration Immunity and Immunity to Burning (but not its sub-status effects), User is afflicted with Fortified: Fire Warded and Regeneration
Lord Gadigan wrote:
Knowledge of the Athsi-Akara's First Syllable- (Passive Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into one lower-level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster below level 40 that is normally fightable for drops on the enemy list.



Approved with a mark and the following text:

Knowledge of the Athsi-Akara's First Syllable- (Active Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into a lower-Level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster that is below Level 40 that is normally fightable for drops on the Enemy List
Lord Gadigan wrote:
Wish Specialization: Mystic Architecture- (Passive Ability, Weirdworker) Large Structures summoned through use of the Wish spell cast by possessor gain +2,000,000 HP, +100,000 Defense, and inflict a random minor positive status effect on an ally at the start of each round as a non-stacking buff.



Approved with a mark and the following text:

Wish Specialization: Mystic Architecture- (Passive Ability, Weirdworker) Large Structures summoned that possessor summons using a spell whose name includes 'Wish' obtain, at the time of their summoning, a non-stacking buff that provides +2,000,000 HP and +100,000 Defense and that lets its possessor inflict a random minor positive status effect on a chosen ally at the start of each round
Lord Gadigan wrote:
Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Posessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive Magical Attack or Cast a Spell action that is not Azoth element. Said action gains +10,000 Magical Attack, gains the element Azoth, may become solely Azoth element, and cures a debuff and a negative status effects from sources that are less than 10 levels higher than possessor.



This is approved with a mark and the following text:

Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Possessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive 'Magical Attack' or 'Cast a Spell' action that is not Azoth element. Said action gains +10,000 additional Magical Attack, gains the element Azoth, may become solely Azoth element, and cures (a debuff and a minor or moderate negative status effect that come from sources that is not 10 or more Levels higher than this action's performer) from each of its targets.
Lord Gadigan wrote:
'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.



Narrowly approved with a mark and the following text:

'The Meditations of Black Bhramar'- (Consumable, Libram, Fire & Psychic, Unlimited Charges, 5,000,000 Gold) Deals 100,000 Flat Fire & Psychic element Damage to all opponents of user and 150 Flat Fire & Psychic element MIN Damage to user, 30% Inflicts Burning on each target (including user), 30% Inflicts Mindblasted on each target (including user)

Be aware that trying to actually read it instead of using it as an attack book may aggressively stall threads.
Lord Gadigan wrote: Thread moved for updating.
Aeromage wrote: -Updated, Moved and Locked-

Re: Where on Indrasena is DOCTOR MIRACLES?

Posted: Mon Jul 10, 2023 10:46 pm
by Aeromage
-Quest-Porting Complete-