Level 59
Human, Azoth
HP: 15,000
MP: 25,500
STR: 118 (2) (+100 Unmodified from Burly) (+10 from Basic Superpower)
AGI: 482 (8) (+10 from Basic Superpower)
CON: 600 (10) (+50 Unmodified from Burly) (+10 from Basic Superpower)
MIN: 1,020 (16) (+10 from Basic Superpower)
SPI: 2,510 (34) (+10 from Basic Superpower)
SAN: 295 (5) (+10 from Basic Superpower)
INF: 295 (5) (+10 from Basic Superpower)
RES: 295 (5) (+10 from Basic Superpower)
XP- 86,597,085
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 67
Gold- 3,236,401,893
Bonus Weeks: 133 (ADDITIONAL WEEKS: 5 Alchemist Weeks, 1 Astromancer Week, 7 Crusher Weeks, 1 Dancer Week, 1 Diplomat Week, 1 Gearwright Week, 6 General Weeks, 7 Keeper of the Depths Weeks, 1 Merchant Week, 1 Roboticist Week, 2 Snow Queen Weeks, 1 Soldreidrethanoi Week, 10 Superhero Weeks, 10 Unbound Guru, 2 Wizard Weeks, 4 Scavenger Weeks, 4 Skykeeper Weeks, 3 Swordsman Weeks, 7 Herpetologist Weeks, 3 Vermin Master Weeks, 4 Viscous Lord Weeks, 3 Wondergroomer Weeks)
Will learn:
Track A:
Track B:Channeling finishes on Feb 22, 2025
Devout Worshipper of The Deific Mecha-Vashna
Worshipper Benefits-
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit
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 one 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.
-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
-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
Alchemaestro of Infliction- (Passive Ability, Alchemist) Possessor ignores the Immunities to status effects of individuals below Level 40, Possessor's minor status effect infliction chances for status effects coming from Alchemy spells are increased by 20% as a non-stacking effect, Possessor's moderate status effect infliction chances for status effects coming from Alchemy spells are increased by 10% as a non-stacking effect
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.
♢Develop Brand-New Super Drug- (Active Ability, Alchemist) Possessor may spend an action to give a target +2 to a base stat of said action's user's choice as a non-stacking buff
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.
Genius of Poisons- (Passive Ability, Alchemist) Wielder may choose to have minor negative status effects that wielder inflicts that come from Alchemy spells instead be moderate negative status effects (retaining their names and text)
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 an Invisible Man Tonic- (Stance Ability, Alchemist) Possessor gains +50% Dodge, Possessor has a 15% chance of being afflicted with Insanity at the start of each round
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
Has Imbibed a Viridian Gigas Tonic- (Stance Ability, Alchemist) Possessor gains +20,000 Melee Attack, Possessor is Immune to individuals below Level 20, Possessor gains 7 Base STR and CON, Possessor loses 5 Base MIN and SPI, Possessor has 100% chance of being inflicted 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.
Learned How to Poison Rocks and Minerals- (Passive Ability, Alchemist) Possessor ignores the Immunities to status effects of individuals below Level 20, Possessor's minor status effect infliction chances for status effects coming from Alchemy spells are increased by 5% as a non-stacking effect
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.
♢Sublime Merchandise Synchronization: Sepherys- (Active Ability, Alchemist) Possessor's caps are considered 15% higher for purposes of equipped items whose name includes 'Sepherys' if at least half of possessor's equipped items have 'Sepherys' in the name
-Anarchomancer-
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Random Agility- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 AGI (this is not a buff)
Random Constitution- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 CON (this is not a buff)
Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Spirit- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 SPI (this is not a buff)
Random Strength- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 STR (this is not a buff)
-Analyst of the Absolute-
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth 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 Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, 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 Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff
-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 Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic 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
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Magic- (Passive Ability, Arcane Vizier) Possessor gains +1% To Hit against Magic element targets
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic 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 Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, 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 Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff
-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Deal Acid Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Acid Damage Effect Addition'
Artificer's Magical Item-Creation Procedure: Add Acid Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Acid to its elements, with this added element not being a buff and being part of the created item's text
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
-Assassin-
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if 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.
Caustic Toss- (Technique Ability, Assassin) Possessor may use 'Caustic Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Dud Toss- (Technique Ability, Assassin) Possessor may use 'Dud Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Juggler (2)- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
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
-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
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'
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
-Auramancer-
♢Magellan's Forcefield- (Passive Ability, Auramancer) Possessor gains an Magellan's Forcefield. It possesses (Possessor's Level * 1,000) HP. If possessor would be dealt Damage by a source that is not 20 or more Levels greater than possessor that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor.
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
-Bard-
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
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 Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 40% Charm Resistance
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
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
Can Teach Wolves How to Farm- (Passive Ability, Beastmaster) Possessor's Animal pets and summons whose name includes 'Wolf' gain the ability:
Plant, Raise, and Harvest Crops- 1,500 Damage, Heals, 1 hit against 500, Earth, 1,000 MP
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
GOATALYZE- (Active Ability, Beastmaster) Target allied Animal gains ' Goat' appended to the end of its name. If user targets a non-Animal, it gains Animal as a subtype and ' Goat' at the end of the name if it is 5 or more Levels lower than user.
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
Goats Can Escape- (World Law, Beastmaster) Animals whose name includes 'Goat' may spend an action to exit a thread
Good Dog- (Passive Ability, Beastmaster) Possessor cannot target possessor's allies with offensive actions if possessor is in 'Form of Dog' Stance
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
THE BLEATING- (Passive Ability, Beastmaster) Possessor's Confusion: Fear infliction chances are increased by the number of Animal allies possessor possesses whose name includes 'Goat', to a max of 200 of such allies
-Biomancer-
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
-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 Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
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
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire 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 Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, 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 Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
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.
-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Exploit Plant's Weakness- (Technique Ability, Botanist) Possessor may use Exploit Plant's Weakness in conjunction with a Melee Attack, Ranged Attack, or Magical Attack action so long as no other technique is used. Said action treats the weaknesses of Plants below Level 20 that it targets as being double their normal value as an effect that does not stack with other multipliers of weaknesses
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats
-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid 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 Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, 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 Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense against Acid
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Acid- (Passive Ability, Caliph of Corrosion) Possessor has a 20% chance of being able to cancel the actions of Acid element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1% To Hit against Acid element targets
-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
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
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
-Champion of the Upper Realms-
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
-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 Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic 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 Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
-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
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
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
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Interdimensional Chef- (Passive Ability, Chef) Possessor's non-offensive actions involving Food consumables may target allies in other battlespaces
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
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Painfully Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Pain'
Peanut Spicemaster- (Passive Ability, Chef) When possessor uses a Food consumable that is both Fire element and Earth element, quantities of HP Healing and HP Regeneration that it deals are increased by 300,000 points and its chances of inflicting minor status effects are increased by 15%
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-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
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- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
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
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
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
-Commoner-
Basic Basic Synchronization- (Passive Ability, Other: Commoner) Possessor gains +25 to all stats if Basic element
-Conjuror-
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjuror) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Offensive Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 50 points
Offensive Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 500 points
-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
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
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
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.
Bolt Smash- (Technique Ability, Crusher) Possessor may use 'Bolt 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 Electricity element.
Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
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
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
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.
Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Stone Smash- (Technique Ability, Crusher) Possessor may use 'Stone 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 Earth element.
-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
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
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Dance Casting II- (Passive Ability, Dancer) Dance spells cost possessor 200 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) 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
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
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
-Demonologist-
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
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
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
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-
Absorb Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Absorbs Azoth against sources below Level 20 if Level 20 or greater
Adept Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Amounts of Azoth element Damage possessor deals are increased by 10,000 points, Azoth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Azoth element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Azoth Resistance
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 Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense against Azoth
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
Azoth Immunity- (Passive Ability, Other: Divine Philosopher) Possessor gains Azoth Immunity against sources below Level 20 if Level 20 or greater
Azoth Manipulation- (Passive Ability, Other: Divine Philosopher) Possessor may choose one of the following at the beginning of each round if Azoth element: Create a Zone of Azoth, Remove a Zone of Azoth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Azoth by either possessor or a source below Level 20, Add Azoth 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 Azoth element on a Azoth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Azoth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Azoth, 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 Azoth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Azoth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Azoth, 5% Azoth Resistance, or +50 Defense against Azoth and 1% Azoth Resistance until the end of the round as a non-stacking buff
Basic Acceleration Within Azoth's Dominion- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Azoth
Basic Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 500 points
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 Unified Knowledge of Azoth and Concord Magic- (Passive Ability, Divine Philosopher) Possessor may count Divine Philosopher abilities possessor possesses as Agent of the Concord abilities (including for prerequisite purposes), Possessor may count Agent of the Concord abilities possessor possesses as Divine Philosopher abilities (including for prerequisite purposes) (Bound to Noix, does not count for prerequisite purposes in Divine Philosopher outside of Noix)
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
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.
Control of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor has a 20% chance of being able to cancel the actions of Azoth element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Detect Azoth- (Passive Ability, Divine Philosopher) Possessor gains +1% To Hit against Azoth element targets
Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Azoth- (Technique Ability, Other: Divine Philosopher) Possessor may use 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Azoth element and no other technique is used. Said action becomes solely the element Azoth.
Emanate Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element Damage to up to 10 targets
Empowered By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Azoth
Greater Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 10% Azoth Resistance
Improved Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +5,000 Defense against Azoth
Improved Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +2,000 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +250 to all stats
Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +1,000 to all stats while in a Zone of Azoth
Improved Zonal Azoth Empowerment- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Azoth
Meditative Assumption of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may choose, at the beginning of a thread, to become solely Azoth element
Nonsynchronous Elemental Attack-Conversion: Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may use the Technique 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Azoth element.
Nourish Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor deals HP or MP healing to an Azoth element individual, possessor deals 300 additional points
Nourished By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Azoth
Partial Channeling of the Wrath of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may gain 5% inflicts Dissolving: Universal Solvent
Partially Unfettered by the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Dissolving: Universal Solvent Resistance
Soothing Azoth Emanation- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element HP Healing to up to 10 targets that are Azoth element
Stability Within Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 25% minor negative status effect resistance while in a Zone of Azoth
Reflect Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Reflects Azoth against sources below Level 20 if Level 20 or greater
Understanding of the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Azoth element individual
Zonal Azoth Control- (Passive Ability, Other: Divine Philosopher) Possessor may, at the start of each round, choose one Zone of Azoth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
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
-Dross-Choked Reveler-
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element
-Druglord-
Basic Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)
-Ebon Chancellor-
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness 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 Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, 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 Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
-Elementalist-
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Instrument Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Instruments cost 200 XP less when applying said enhancements to Instruments
Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items
-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
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) 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)
Mech Engineer- (Passive Ability, Engineer) Possessor's Mech transformations gain +200 to all stats
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker (2)- (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
-Eroded Idol-
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element
-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
Form of Meditative Assumption of Form Of- (Stance Ability, Flux Baron) Possessor may be in three additional Stances, provided each has a name that includes 'Form of' or 'Form Of'
छKnowledge 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
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Wereform: Weregoat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR and +2 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
-Friendship-
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Got Pwnt by Doris the Mechanical Detective- (Passive Ability, Friendship) -5 Fame
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Popular Among Poplars- (Passive Ability, Friendship) Possessor gains +2 Fame, Possessor gains +1,000 to all stats as an uncapped bonus if possessor possesses at least two allies who are Plants or possess the ability 'Waitress'
-Gearwright-
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Clockwork Loyalty Programming- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain 20% Charm Resistance
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Calling I- (Passive Ability, Gearwright) Possessor's Clockwork summons gain +20 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present
-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Celestial City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Celestial City
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Crystal Isles - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Crystal Isles
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Divine Domain - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Divine Domain
Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Land of Mist and Poison - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Land of Mist and Poison
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mesa - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa
Attuned to Terrain: Mindscape - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mindscape
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Mushroom Forest- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Attuned to Terrain: Primordial Soup - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Soup
Attuned to Terrain: Primordial Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Void
Attuned to Terrain: Sea of Madness - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sea of Madness
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Celestial City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Celestial City
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Divine Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Divine Domain
Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Land of Mist and Poison- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Mist and Poison
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Mushroom Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mushroom Forest
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Phantom Terrain Link Established: Primordial Soup- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Soup
Phantom Terrain Link Established: Primordial Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Void
Phantom Terrain Link Established: Sea of Madness- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sea of Madness
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Moon- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Moon’' ability may create a Zone of Moon even if other zones are present
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Moon- (Passive Ability, Geomancer) Possessor may create a Zone of Moon at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of War- (Passive Ability, Geomancer) Possessor may create a Zone of War at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present
-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 Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability, Healer) Possessor's allies gain +200 Defense against Stat Damage
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
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 Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
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
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
-Logistical Archfarmer-
Basic Logistical Archfarmer Proficiency- (Passive Ability, Other: Logistical Archfarmer) Possessor may choose to obtain up to 5 Food or Drink items that are in stock in the Shop that are worth 500,000 Gold or less each day
-Lunar Trickster-
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Apprentice Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Moon's Dominion- (Passive Ability, Lunar Trickster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Moon
Basic Moon Synchronization- (Passive Ability, Other: Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats while in a Zone of Moon
Blaze Which Burns Away All Veils and Pretensions- (Technique Ability, Lunar Trickster) Possessor may use 'Blaze Which Burns Away All Veils and Pretensions' in conjunction with a 'Magical Attack' action so long as no other technique is used as part of said action and either said action or possessor is Moon element. Said action has all instances of Burning (not including its sub-status effects) it inflicts have their effect changed to 'Possessor loses 1-4 (determined randomly) individual instances of buffs at the start of each round and, for each such buff removed, possessor takes an amount of Fire element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire'.
Control of Moon- (Passive Ability, Lunar Trickster) Possessor has a 20% chance of being able to cancel the actions of Moon element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Moon- (Technique Ability, Lunar Trickster) Possessor may use 'Elemental Attack-Conversion: Moon' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Moon element and no other technique is used. Said action becomes solely the element Moon.
Improved Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 5,000 points
Lunar Trickster- (Passive Ability, Lunar Trickster) Possessor ignores (1 * (Possessor Level/5), rounded down)% Moon Resistance, Possessor ignores Moon Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Moon Manipulation- (Passive Ability, Lunar Trickster) Possessor may choose one of the following at the beginning of each round if Moon element: Create a Zone of Moon, Remove a Zone of Moon created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Moon by either possessor or a source below Level 20, Add Moon 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 Moon element on a Moon element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Moon, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Moon, 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 Moon element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Moon to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Moon, 5% Moon Resistance, or +50 Defense against Moon and 1% Moon Resistance until the end of the round as a non-stacking buff
Poison-Mind Courtier's Kiss- (Technique Ability, Lunar Trickster) Possessor may use 'Poison-Mind Courtier's Kiss' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used as part of said action and either said action or possessor is Moon element. Said action has all instances of Charm (not including its sub-status effects) it inflicts have their effect changed to 'Possessor is dealt (inflictor's Level) * 100 Moon element MIN Damage at the start of each round; possessor is afflicted with Poison whenever possessor obtains a MIN-increasing buff'.
-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
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Formus Forehead- (Passive Ability, Mad Scientist) Individuals who are an element whose name includes 'Experimental Element) obtain -15% Critical against possessor
Improved Electrical Invigoration- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt becomes multiplied by a value between .05 and 2.75 should possessor desire such upon the use of said ability. Possessor's Electrical Invigoration's healing dealt becomes multiplied by a value between .75 and 2.15 should possessor desire such upon the use of said ability.
Surprise Backup Liver- (Passive Ability, Mad Scientist) Once per thread, before or after any action, possessor may choose to be cured of Poison: Drunk
Vital Current Mastery- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing in addition to HP damage and healing.
-Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Ringkeeper- (Passive Ability, Magewright) Possessor may equip 1 additional Ring (to a max of 10 Accessories being equipped from all sources)
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
-Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Monster Calling I- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +20 to all stats
Monster Calling II- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +200 HP
Monster Calling III- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +500 MP
Monster Calling IV- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +2,000 HP and +4,000 MP
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
-Mechanist-
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 20% Charm Resistance
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
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%
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
-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
Biometrically Lock Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations may not be stolen by individuals below Level 40
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
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
My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
-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.
Careful About Money When Bears Are Around- (Passive Ability, Merchant) Possessor gains +500,000 Defense against Gold Damage when in the same battlespace as an individual whose name includes 'bear'.
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
Econoist- (Passive Ability, Merchant) Possessor may not be prevented from spending or trading Gold by entities below Level 35
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
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations
-Mind Lord-
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic 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 Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, 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 Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic 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.
Interdimensional Basketball Skills- (Active/Passive Ability, Monk) Possessor may spend an action to trade an item to an entity in any battlespace, Possessor gains +15% To Hit
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Mask Not-Beekeeping Self- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose all Not-Beekeeper abilities for the duration of the thread, with this loss not being a buff or debuff and removing the abilities from the thread entirely
Meditate to Harmonize the Soul with the Buzz of the Hive and Chill Out to Stop Hatin' on those Bees- (Technique Ability, Monk) Possessor may use 'Meditate to Harmonize the Soul with the Hive and Chill Out to Stop Hatin' on those Bees' in conjunction with a 'Meditate' action so long as no other technique is used. Said action gives its performer a buff that removes the text of any number of its performer's Not-Beekeeper abilities.
Meditative Assumption of Meditative Assumptions- (Stance Ability, Monk) Possessor may be in 4 additional Stances, provided each additional Stance has a name that includes 'Meditative Assumption'
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
-Mountain King-
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth 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 Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, 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 Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20
-Musician-
Ability to Play Zone-Altering Ocarina Songs- (Active Ability, Musician) Possessor may spend an action to create a Zone of any base element if possessor has an Instrument with 'Ocarina' in its name equipped, Possessor may spend an action to destroy any Zone created by a source below Level 20 if possessor has an instrument with 'Ocarina' in its name equipped, Possessor may spend an action to change the element of any Zone that is of any single base element into any other single base element if it was created by possessor or any individual below Level 20
Adept Instrument Training- (Passive Ability, Musician) Instrument weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Instrument weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Instrument
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 Accordian- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Accordian' in its name equipped
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Can Play the Castanets- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Castanet' in its name equipped
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
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 Gong- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Gong' 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 Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Can Play the Jug- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Jug' in its name equipped
Can Play the Kazoo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Kazoo' 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 Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Can Play the Mandolin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Mandolin' in its name equipped
Can Play the Maracas- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Maraca' in its name equipped
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Can Play the Recorder- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Recorder' 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 Sitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Sitar' in its name equipped
Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' 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 Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' 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 Ukulele- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ukulele' in its name equipped
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' 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
Can Play the Zither- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Zither' in its name equipped
Charming Note- (Technique Ability, Musician) Possessor may use 'Charming 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 Charm.
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.
Dizzying Note- (Technique Ability, Musician) Possessor may use 'Dizzying 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 Confusion.
Impairing Note- (Technique Ability, Musician) Possessor may use 'Impairing 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 Impaired.
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
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
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- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
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
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
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 Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
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
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water 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 Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, 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 Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poison
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
Sparkling Soul- (Passive Ability, Paladin) Possessor gains +5,000 SPI, Possessor gains Hexed Immunity, Possessor, as an RP effect, feels compassionate and kind
-Pattern Admixturist-
Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points
-Priest-
Adept Divine Magic Attunement- (Passive Ability, Priest) Divine Magic spells cost possessor 10,000 less MP to cast, Divine Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Blessed Aura- (Passive Ability, Priest) If possessor is in a Priest stance, possessor and possessor's allies regenerate 5,000 HP and 5,000 MP per round, Possessor must have a Patron Deity for this ability to take effect
Buzzard Smiter- (Technique Ability, Priest) Possessor may use 'Buzzard Smiter' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +900 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Aerials'
Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Cloistered Monk- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Divine Touch to Heal the Faithful- (Passive Ability, Priest) Whenever possessor heals the HP of an individual who shares a Patron Deity with possessor, possessor heals 1,000 additional points of HP
Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Holy Strike- (Technique Ability, Priest) Possessor may use 'Holy Strike' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +300 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Demons, Devils, Daemons, Darkspawn, Horrors, and Undead'
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Improved Divine Healing Magic- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +250 additional Magical Attack for purposes of non-offensive actions
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Polytheist- (Passive Ability, Priest) Possessor's Level is considered to be 1 Level higher, to a max of poessor's Level or 99, whichever is lower, for purposes of Worshipper Benefits for each of possessor's Patron Deities as an effect that is not divided by the normal divisor that possessor's Level is divided by for purposes of Pantheon Worshipper Benefits if possessor is a Devout Worshipper of a Pantheon
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Preacher (2)- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Pronounce Marriage- (Active Ability, Priest) Caster may spend an action to give two willing targets a non-stacking buff that links their HP values and that links their MP values provided that neither of those values for either individual is linked to any value of any other individual, Any effect that could unsummon either individual if said individual were a non-unique summon may instead delink this value
♢Prophesied Savior- (Passive Ability, Priest) The first time possessor enters a battlespace, possessor's allies in that battlespace are dealt (Possessor's Level * 10,000) Flat Light element HP Healing and are cured of one debuff from a source below possessor's Level
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Robed Cleric- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +200 additional Magical Attack if possessor has a Robe equipped
Sanction Forced Marriage- (Passive Ability, Priest) Possessor may perform 'Pronounce Marriage' actions that target unwilling individuals who are 20 or more Levels below possessor
Sermon-Tied Spell- (Technique Ability, Priest) Possessor may use Sermon-Tied Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Divine Magic spell is cast as part of said action. Possessor gains +50 Magical Attack for purposes of said action if possessor is either using a spell that requires possessor to have one of possessor's patron deities or if possessor is targeting a fellow worshipper of one of possessor's patron deities with said action.
Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor
-Radiant Hierophant-
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
♢Arriving to the Sound of Ritual Song- (Passive Ability, Ritualist) The first time possessor enters a battlespace, possessor counts as having been casting all Ritual Magic spells for (Possessor's Level/5, rounded up) rounds for purposes of multi-action casting requirements for a number of rounds equal to (Possessor's Level/5, rounded up), applying this effect to a max of once per spell across all instances of that spell
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
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.
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of 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
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Explosive Calligraphy- (Active Ability, Scholar) Possessor may spend an action to obtain a buff that stacks 20 times that allows its possessor to optionally deal 250,000 Flat Fire element Damage to an entity that attacks its possessor (after said attack) or that scans its possessor's stats (at the end of said scan)
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
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
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
-Shadow Blade-
Aerial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Armor-Piercing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Armor-Piercing Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack pierces 200 Defense.
Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab(2) in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Bolt Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bolt Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
-Slayer-
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped
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
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Spirit-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Spirit bonus equal to its value divided by 1,000, to a max of +1,000 SPI
-Snow Queen-
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice 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 Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, 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 Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
-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 Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic 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
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner of Beasts Unheard- (Passive Ability, Summoner) Possessor's summons of nonbase subtypes gain +2,000 to all stats as a non-stacking buff at the time of their summoning
-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Spry- (Passive Ability, Thief) +300 AGI and +4% Dodge
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
-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
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Transmutation Casting I- (Passive Ability, Transmuter) Transmutationspells cost possessor 20 less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
-Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
-Vermin Master-
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Vermin Master- (Passive Ability, Vermin Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor
-Viscous Lord-
Goo Body- (Passive Ability, Viscous Lord) Possessor gains 20% Physical Resistance and the subtype Ooze
♢Grandmother of All Oozes- (Active Ability, Viscous Lord) If possessor is an Ooze, possessor cannot be negatively affected by Oozes that are possessor's summons (or deeper down the generation-tree of summons of possessor).
♢Primordial Self-Division- (Active Ability, Viscous Lord) If possessor is an Ooze, possessor may spend an action to summon a copy of itself that possesses all buffs and positive status effects possessed by possessor, but no debuffs or negative status effect; this copy does not possess gear when created and is not considered Unique. Max 1 summoned.
♢Retaliatory Oozewave- (Active Ability, Viscous Lord) If possessor is an Ooze, when possessor takes at least 1 Damage from an attack after Defense is applied, possessor may summon up to 5 Oozes that are 5 or more Levels lower than possessor and are normally fightable for drops on the Enemy List (Max 50 summoned) and may choose to have a (Possessor Level *5)% chance of inflicting Poison on the attacker
Summon Tasty Oozes- (Passive Ability, Viscous Lord) Possessor may choose for Oozes that possessor summons to gain a non-stacking buff that causes entities that deal HP Drain to its possessor or kill its possessor to regenerate 50,000 HP (to a max of 10 times per round) and to have quantities of HP Healing its possessor deals increased by 50,000 points
♢Supreme Ooze-Budding- (Passive Ability, Viscous Lord) At the start of each round, possessor may summon Oozes whose total HP is equal to or less than possessor's current HP, provided said Oozes are of equal Level to or lower Level than possessor and are normally fightable for drops on the Enemy List, Max (200 * Possessor Level) summoned
Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Ooze Traits- (Passive Ability, Viscous Lord) If Possessor is an Ooze, possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and Possessor gains immunity to Impaired, Pain, Fatigue, and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
-Walker from Beyond-
Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +20 to all stats
Abstract Jivein' II- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +100 to all stats
Abstract Traits- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Defense Against Stat Damage is multiplied by 10 as an effect that does not stack with other Defense Against Stat Damage multiplying effects, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Apprentice Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Abstract Synchronicity- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a base subtype
Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
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
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
One Weird Dude- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a Tier 2 subtype
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
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.
Walker from Beyond- (Passive Ability, Walker from Beyond) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Abstract pet only, This ability provides +250 HP and +60 to all stats of possessor's Abstract pets and summons per Level of possessor
-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
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
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 Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
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'
-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
War Manipulation- (Passive Ability, Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War 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 War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, 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 War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff
-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets
-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
-Other: Elemental Researcher-
Adept Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Amounts of Formus element Damage possessor deals are increased by 10,000 points, Formus element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Formus element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Formus- (Passive Ability, Other: Elemental Researcher) Possessor Absorbs Formus against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Formus Resistance
Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Apprentice Not Bees Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against Insects whose name includes 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Apprentice Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Formus's Dominion- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Formus
Basic Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +50 to all stats
Basic Defenses Against Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 Defense against Formus
Basic Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 1% Formus Resistance
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Basic Not Bees Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor deals 25 additional Damage to Insects whose name includes 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Basic Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +10 to all stats
Basic Theoretical Element Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is an element that has 'Theoretical Element' in its name
Basic Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats while in a Zone of Formus
Bee-Deleting Gaze- (Passive Ability, Other: Elemental Researcher) At the start of each round, if possessor is Not Bees element, possessor has a 15% chance of inflicting Instant Death and Vanished on each Insect below Level 40 in possessor's battlespace whose name includes 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Control of Formus- (Passive Ability, Other: Elemental Researcher) Possessor has a 20% chance of being able to cancel the actions of Formus element individuals below Level 20, with things that would occur before and after said actions still occurring
Diluted Assumption of Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is Not Bees element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Doesn't Die If Its Butt Is Torn Off- (Passive Ability, Other: Elemental Researcher) If possessor is Not Bees element, possessor cannot inflict Wounded on itself and suffers no Damage from instances of Wounded that do not come from sources of Level 60 or greater, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Elemental Attack-Conversion: Formus- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Formus element and no other technique is used. Said action becomes solely the element Formus.
Elemental Attack-Conversion: Not Bees- (Technique Ability, Elemental Researcher) Possessor may use 'Elemental Attack-Conversion: Not Bees' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Not Bees element and no other technique is used. Said action becomes solely the element Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Elemental Researcher- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Formus Resistance, Possessor ignores Formus Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Stability-Focus of Not Bees - (Passive Ability, Other: Elemental Researcher) Not Bees is always Manifested while possessor is present and cannot be de-manifested, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Emanate Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Formus element Damage, Possessor may choose to deal 10,000 Flat Formus element Damage to up to 10 targets
Empowered By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Formus
Formus Immunity- (Passive Ability, Other: Elemental Researcher) Possessor gains Formus Immunity against sources below Level 20 if Level 20 or greater
Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus 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 Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, 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 Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff
Grab Thing that Isn't a Bee- (Active Ability, Other: Elemental Researcher) Possessor, if Not Bees element, may spend an action to gain control of target non-unique summon that is not an Insect and whose name does not include 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Greater Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 25,000 points
Immune to Bee Stings- (Passive Ability, Other: Elemental Researcher) If possessor is Not Bees element, possessor gains Poison Immunity against Insects, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Improved Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 10% Formus Resistance
Improved Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 5,000 points
Just Says No to Bees- (Passive Ability, Other: Elemental Researcher) Possessor gains Poison: Somehow Got High on Bees Immunity, Possessor Reflects the actions of entities below Level 40 that inflict Poison: Somehow Got High on Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Knows The Least-Favorite Letter Doesn't Count- (Passive Ability, Other: Elemental Researcher) If counting the number of letters in something, possessor does not count the letter 'B' (including 'b'), This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Man Amidst the Bees Who is Not the Trees that are Not the Bees- (Passive Ability, Other: Not-Beekeper) If possessor is Not Bees element, possessor may choose to count as solely possessing the subtype Human and/or solely possessing the elements Not Bees and Basic, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Meditative Assumption of Not Bees- (Passive Ability, Elemental Researcher) Possessor may choose, at the beginning of a thread, to become solely Not Bees element, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Mister Businessman- (Passive Ability, Elemental Researcher) Possessor gains and manifests the element Business, Possessor may, up to once per month, post in the ability shop to gain 20,000,000 Gold, Possessor counts as possessing the awards 'Local Businessman', 'Businessman', 'Businessguy', 'Man of the Business', and 'International Power CEO', as well as counting as additionally possessing the name 'Mister Businessman'
Never Down for Honey- (Passive Ability, Other: Elemental Researcher) Possessor ignores the effects of Consumables whose name includes Honey unless they are used by sources 20 or more Levels greater than possessor, they are used by sources of Level 60 or greater, or they are worth over 100,000,000 Gold, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Nonsynchronous Elemental Attack-Conversion: Formus- (Passive Ability, Other: Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Formus element.
Nourished By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Formus
Nourish Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor deals HP or MP healing to an Formus element individual, possessor deals 300 additional points
Nonsynchronous Elemental Attack-Conversion: Not Bees- (Passive Ability, Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Not Bees' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Not Bees element., This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not-Beekeeper- (Passive Ability, Other: Elemental Researcher) Possessor cannot equip Insects whose name includes 'Bee' as pets, Possessor's non-Insect pets gain +5,000 to all stats as a constantly applied effect, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Nullify Not Bees- (Passive Ability, Not-Beekeeper) Possessor may remove the element Not Bees from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Not Bees-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Not Bees-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Not Bees from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Partial Channeling of the Wrath of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter: Elemental Deletion
Partially Unfettered by the Bonds of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Antimatter: Elemental Deletion Resistance
Reggy-Steggy Assumption of Not Bees- (Passive Ability, Other: Elemental Researcher) If possessor is not an Insect, possessor is additionally the element Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Slambammin' Assumption of Not Bees- (Stance Ability, Other: Elemental Researcher) Possessor loses the subtype Insect, cannot gain the subtype Insect, and gains the element Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Slambammin' Assumption of Not Bees: Fully Loaded- (Passive Ability, Other: Elemental Researcher) If possessor is Not Bees element, possessor gains all base subtypes that are not Insect; Possessor may not be a passenger in Insects, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Soothing Formus Emanation- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Formus element Damage, Possessor may choose to deal 10,000 Flat Formus element HP Healing to up to 10 targets that are Formus element
-Other: Enlightened Sensei-
Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Ki Synchronization- (Passive Ability, Enlightened Sensei) Possessor gains +50 to all stats for each Ki element item equipped, Possessor's Ki element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +100 to all stats
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Control of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor has a 20% chance of being able to cancel the actions of Ki element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ki- (Passive Ability, Enlightened Sensei) Possessor gains +1% To Hit against Ki element targets
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Ki Manipulation- (Passive Ability, Other: Enlightened Sensei) Possessor may choose one of the following at the beginning of each round if Ki element: Create a Zone of Ki, Remove a Zone of Ki created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ki by either possessor or a source below Level 20, Add Ki 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 Ki element on a Ki element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ki, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ki, 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 Ki element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ki to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ki, 5% Ki Resistance, or +50 Defense against Ki and 1% Ki Resistance until the end of the round as a non-stacking buff
-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: Paragon of Resolve-
Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will 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 Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +100 to all stats
Apprentice Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 500 points
Apprentice Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 5% Will Resistance
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
Apprentice Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 to all stats while in a Zone of Will
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)
Basic Acceleration Within Will's Dominion- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Will
Basic Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +50 to all stats
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +10 to all stats
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 Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Basic Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 to all stats while in a Zone of Will
Call Forth the Living Will- (Active Ability, Other: Paragon of Resolve) Possessor may spend an action to summon 5 Elementals that are Will element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
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
Detect Will- (Passive Ability, Paragon of Resolve) Possessor gains +1% To Hit against Will element targets
Elemental Attack-Conversion: Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Will element and no other technique is used. Said action becomes solely the element Will.
Emanate Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element Damage to up to 10 targets
Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Greater Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5,000 Defense against Will
Improved Defenses That Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +2,000 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +250 to all stats
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Improved Will Elemental Emanation- (Passive Ability, Other: Paragon of Resolve) Possessor's 'Call Forth the Living Will' ability may summon entities up to Level 20
Improved Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 10% Will Resistance
Improved Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +1,000 to all stats while in a Zone of Will
Improved Zonal Will Empowerment- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 to all stats while in a Zone of Will, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Will
Meditative Assumption of Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose, at the beginning of a thread, to become solely Will element
Mind Fortified by Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50,000 MP and +500 Defense against Stat Damage if possessor is Will element
Nonsynchronous Elemental Attack-Conversion: Will- (Passive Ability, Other: Paragon of Resolve) Possessor may use the Technique 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Will element.
Nourished By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Will
Nourish Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor deals HP or MP healing to an Will element individual, possessor deals 300 additional 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
Project Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Will
Prosperous Venting of Excess Will- (Passive Ability, Other: Paragon of Resolve) If possessor is Will element and performs an 'Elemental Attack' action that is solely Will element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Will Elemental Spawn- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of any round, unsummon one of possessor's Will element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Soothing Will Emanation- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element HP Healing to up to 10 targets that are Will element
Stability Within Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains 25% minor negative status effect resistance while in a Zone of Will
Understanding of the Bonds of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Will element individual
Will Immunity- (Passive Ability, Other: Paragon of Resolve) Possessor gains Will Immunity against sources below Level 20 if Level 20 or greater
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
Zonal Will Control- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of each round, choose one Zone of Will that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-Other: Progenitor of Species-
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
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 Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
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
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Basic Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +50 to all stats
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element"
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
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
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Emanate Evolution- (Passive Ability, Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element Damage to up to 10 targets
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
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
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
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 Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Improved Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5,000 Defense against Evolution
Improved Defenses that Utilize Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +2,000 Defense if possessor has any Evolution-element items equipped that provide a Defense bonus
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Improved Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +250 to all stats
Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural st
Meditative Assumption of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may choose, at the beginning of a thread, to become solely Evolution element
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Predict the Flow of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5% Dodge against Evolution element individuals
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
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
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)
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
-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-
Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's highest stat is greater than the value possessed for that same stat by every individual opponent of possessor; possessor's allies gain +25% Resistance to Confusion and Confusion's sub-status effects as a non-stacking bonus while possessor is obtaining this bonus to turn-order-determining stats, provided that possessor is not 10 or more Levels lower than possessor's highest-Level opponent
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
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Focused Super Power Casting- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Super Power
Invisible Super-Samurai- (Passive Ability, Other: Superhero) Possessor's actions cannot be countered by individuals below Level 80 who are below possessor's Level if they involve possessor casting a Sword Arts spell
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
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
-Other: Xaos Xomptroller-
Absorb Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Absorbs Chaos against sources below Level 20 if Level 20 or greater
Adept Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Amounts of Chaos element Damage possessor deals are increased by 10,000 points, Chaos element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Chaos element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 5% Chaos Resistance
Apprentice Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense against Chaos
Apprentice Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +100 to all stats
Apprentice Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos
Basic Acceleration Within Chaos's Dominion- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Chaos
Basic Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 500 points
Basic Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 1% Chaos Resistance
Basic Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to all stats if possessor is Chaos element
Basic Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +50 to all stats
Basic Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 Defense against Chaos
Basic Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +10 to all stats
Basic Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 to all stats while in a Zone of Chaos
Call Forth the Living Chaos- (Active Ability, Other: Xaos Xomptroller) Possessor may spend an action to summon 5 Elementals that are Chaos element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Chaos Immunity- (Passive Ability, Other: Xaos Xomptroller) Possessor gains Chaos Immunity against sources below Level 20 if Level 20 or greater
Chaos Manipulation- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose one of the following at the beginning of each round if Chaos element: Create a Zone of Chaos, Remove a Zone of Chaos created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Chaos by either possessor or a source below Level 20, Add Chaos 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 Chaos element on a Chaos element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Chaos, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Chaos, 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 Chaos element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Chaos to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Chaos, 5% Chaos Resistance, or +50 Defense against Chaos and 1% Chaos Resistance until the end of the round as a non-stacking buff
Control of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor has a 20% chance of being able to cancel the actions of Chaos element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Detect Chaos- (Passive Ability, Xaos Xomptroller) Possessor gains +1% To Hit against Chaos element targets
Elemental Attack-Conversion: Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Chaos element and no other technique is used. Said action becomes solely the element Chaos.
Emanate Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element Damage to up to 10 targets
Empowered By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Chaos
Greater Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Chaos Elemental Emanation- (Passive Ability, Other: Xaos Xomptroller) Possessor's 'Call Forth the Living Chaos' ability may summon entities up to Level 20
Improved Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 10% Chaos Resistance
Improved Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5,000 Defense against Chaos
Improved Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +2,000 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +250 to all stats
Improved Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +1,000 to all stats while in a Zone of Chaos
Improved Zonal Chaos Empowerment- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Chaos
Nonsynchronous Elemental Attack-Conversion: Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may use the Technique 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Chaos element.
Nourish Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor deals HP or MP healing to an Chaos element individual, possessor deals 300 additional points
Nourished By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Chaos
Predict the Flow of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5% Dodge against Chaos element individuals
Prosperous Venting of Excess Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor is Chaos element and performs an 'Elemental Attack' action that is solely Chaos element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Reflects Chaos against sources below Level 20 if Level 20 or greater
Soothing Chaos Emanation- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element HP Healing to up to 10 targets that are Chaos element
Stability Within Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 25% minor negative status effect resistance while in a Zone of Chaos
Understanding of the Bonds of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Chaos element individual
Uplifted By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Chaos
Xaos Xomptroller- (Passive Ability, Other: Xaos Xomptroller) Possessor ignores (1 * (Possessor Level/5), rounded down)% Chaos Resistance, Possessor ignores Chaos Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Zonal Chaos Control- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of each round, choose one Zone of Chaos that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-Misc-
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
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 Concord Magic Attunement- (Passive Ability, Bound Other: Agent of the Concord) All Concord Magic spells possessor casts that possess a Magical Attack, Melee Attack, or Ranged Attack bonus gain +10,000 additional Magical Attack, Melee Attack, or Ranged Attack; All Concord Magic spells cost possessor 10,000 less MP to cast (Bound to Noix)
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
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
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
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
Claps REALLY Fast- (Passive Ability, Combatant) Possessor's actions that can inflict minor positive status effects cannot be countered by entities below Level 40
Eyebrows that Vibrate Fast to Intimidate Bugs- (Passive Ability, Warrior) Possessor gains '60% inflicts Confusion: Fear' against Insects that are not afflicted with Impaired: Blind
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 a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' 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
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
Merchant of Affections- (Passive Ability, Other: World Merchant) Possessor may, at the end of each round, either choose to transfer the sourcing of a single instance of Charm (but not its sub-status effects) that possessor is the source of from possessor to a willing ally of possessor or to transfer the sourcing of a single instance of Charm (but not its sub-status effects) that possessor is the source of from a willing ally of possessor to possessor
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
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
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
छWish 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
-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-
*Schweet Deal the Scimtar that Talks too Much and Isn't A Scimitar- (Weapon, Sword, Physical & Commerce, 100,000,000 Gold) +100,000 Melee Attack, Wielder's offensive actions announce the message 'WHAT A SCHWEET DEAL, YO!'
*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
119 $$$ Cane- (Weapon, Staff, Wealth & Chaos, 80,000,000 Gold) +80,000 Melee Attack, +800,000 Defense against Gold Damage, Wielder's 'Melee Attack' actions may deal Gold Damage or Gold Drain, 60% inflicts Antimatter: Glitched Out
Administration Official's Reclamation Rifle- (Weapon, Gun, Technology, 30,000,000 Gold) +30,000 Ranged Attack, 60% inflicts Charm, 60% inflicts Paralyzed on Robots, Deals additional Damage to individuals who are disrupting law in Nexus or resisting the Nexus Administration Bureau in RP threads
ALLCAPS SWORD- (Weapon, Sword, Physical, 1,000,000 Gold) +1,000 Melee Attack, Wielder gains +100 to all stats for each capital letter present in the name of each item wielder has equipped, to a max of 400 such letters
4060 Alzarian Heartfire- (Weapon, Force, Fire & Psychic, 5,000,000 Gold) +5,000 Melee Attack, +5,000 Ranged Attack, +5,000 Magical Attack, 60% inflicts Charm or Charm: Lovestruck, Instances of Charm inflicted by wielder must be removed twice by sources below Level 60 to actually be removed
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
52 Apple of Discord- (Weapon, Deadly Item, Chaos & Magic & Glory & Wood, 60,000,000 Gold) +60,000 Magical Attack, 100% inflicts Charm, 100% inflicts Confusion, 15% inflicts Dominion, 15% inflicts Insanity, Wielder must be Level 40 or greater or a Deity
BEEFY BEEZ- (Weapon, Throwing Weapon, Physical, 3,000,000 Gold) +3,000 Ranged Attack, +3,000 STR, Wielder's 'Ranged Attack' actions and other actions that incorporate its Ranged Attack bonus use STR instead of AGI even if they are also already using STR, using STR again in that case, but not if AGI was replaced, only if it is there alongside the STR, Wielder's actions count as involving an Insect that has more STR than any individual it is compared directly to who is below Level 60
Blackclad Order Energy Staff- (Weapon, Staff, Magic & Physical, 2,100,000 Gold) +2,100 Melee Attack, +2,400 Magical Attack, +2,000 MIN, +2,000 SPI, 15% Critical, 20% Critical with Physical element Magical Attack actions, +5,000 MP
Bountiful Trivia Factbook of Power- (Weapon, Book, Magic & Psychic, 1,000,000 Gold) +1,000 Magical Attack, +1,000 MIN, +10,000 MP, Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute
Bowling Pin of Atomic Megadestruction- (Weapon, Mace, Atomic & Destruction, 180,000,000 Gold) +180,000 Melee Attack, 200% inflicts Poison: Irradiated, 200% inflicts Antimatter, 30% inflicts Instant Death, 1 hit against 500,000,000
Celebratory Sword- (Weapon, Sword, Hope & Sonic, 17,500,000 Gold) +17,500 Melee Attack, Wielder's allies are inflicted with Invigorated whenever wielder performs an attack that incorporates one of this item's attack bonuses
Chaotic Goatforce- (Weapon, Force, Chaos, 2,800,000 Gold) +2,800 Magical Attack, +2,500 to all stats, Wielder's Demon summons may gain the subtype Animal as a non-stacking buff upon their summoning, Wielder's summons who possess the subtypes Demon and Animal may gain the element Chaos as a non-stacking buff at the beginning of any round, Wielder's summons who possess the subtypes Demon and Animal and are the element Chaos gain +2,500 to all stats as a non-stacking buff at the end of each round if wielder is Level 20 or greater
40 Contained Thermonuclear Sundroplet- (Weapon, Force, Fire & Light & Atomic, 80,000,000 Gold) +80,000 Melee Attack, +80,000 Ranged Attack, +80,000 Magical Attack, 80% inflicts Poison: Irradiated, 60% inflicts Burning, 60% inflicts Awestruck, Wielder must be Level 40 or greater
Echidna Quill- (Weapon, Deadly Item, Life, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, Wielder's summons gain +9,000 to all stats as a bonus that stacks 2 times, Wielder's offensive actions may make targets below Level 80 who are no more than 19 Levels greater than wielder unable to summon and may unsummon all summons of said individuals who are also below Level 80 and no more than 19 Levels greater than wielder (with said effect following to all subsequent summon generations), Wielder must be Level 40 or greater
Echidna Quill- (Weapon, Deadly Item, Life, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, Wielder's summons gain +9,000 to all stats as a bonus that stacks 2 times, Wielder's offensive actions may make targets below Level 80 who are no more than 19 Levels greater than wielder unable to summon and may unsummon all summons of said individuals who are also below Level 80 and no more than 19 Levels greater than wielder (with said effect following to all subsequent summon generations), Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Essence of the Diabolical Goat- (Weapon, Force, Darkness, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Darkness element, 30% Light Resistance, 80% inflicts Hexed, Wielder ignores the the Hexed Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Eternal Swordfish- (Weapon, Fish, Water, 40,000 Gold) +69 Melee Attack, +5% Critical
Herschner Bombs- (Weapon, Throwing Weapon, Technology & Chaos, 86,000,000 Gold) +86,000 Ranged Attack, +86,000 MIN, Wielder's 'Ranged Attack' actions may use Mind or Constitution as their Prime Attribute, Wielder gains +10% Resilience on rounds during which at least one of wielder's actions has repeated (due to an actual action-repeating mechanic, not due to just performing the same action twice), Wielder's 'Ranged Attack' actions cost an additional 45,000 MP
Greater Mage Shield- (Weapon, Shield, Magic & Light, 8,015,000 Gold) +8,000 Defense, +6,300 Magical Attack, +7,000 CON, +8,000 MIN, +8,000 SPI, +80,000 MP, Wielder may choose to have their Unmodified HP Total equal (10 x MIN) instead of its default value, Any spells that wielder possesses that have a percent chance of failing to work that is based on having a Shield equipped or having any number of Weapon slots filled have said chance reduced by 40%, 20% Magic Resistance, 20% Physical Resistance
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
Inconvenient Spatula- (Weapon, Tool, Earth, 800 Gold) +2 Melee Attack, 10% inflicts Pain: Discomfort, 20% inflicts Pain: Discomfort on wielder at the start of each round
Quacking Squeegee- (Weapon, Tool, Water & Sonic, 8,000 Gold) +8 Melee Attack, 80% inflicts Confusion
Master Alchemist's Stone- (Weapon, Stone, Magic & Acid, 3,100,000 Gold) +3,400 Magical Attack, +3,400 SPI, +2,800 STR, +3,000 AGI, +3,200 MIN, 25% Critical, 135% To Hit, 20% inflicts Dissolving, Wielder's allies gain +200 to all stats as an effect that stacks a max of 10 times, 10% Golem Resistance, 10% Ooze Resistance, 10% Magic Being Resistance
Photo that Punches Folks Jovially- (Weapon, Deadly Item, Physical & Spatial, 500,000 Gold) +500 Melee Attack, 50% inflicts Confusion: Surprised, 50% inflicts Fatigued: Stun, 115% To Hit, Wielder may choose to be afflicted with Invigorated: High Morale when wielder hits an opponent with an attack
500 Planetary of Love's Bow- (Weaponx2, Bow, Light & Fire, 160,000,000 Gold) +320,000 Ranged Attack, +1,500,000 HP as a non-stacking bonus, +320,000 AGI, +320,000 SPI, 260% To Hit, Wielder's allies gain +12,000 to all stats as a non-stacking bonus, 100% inflicts Charm or Charm: Lovestruck, Wielder must be Level 40 or greater
Saxaphone- (Weaponx2, Instrument, Air, 1,500 Gold) +15 Magical Attack
Siren's Voice- (Weapon, Instrument, Air & Sonic, 5,900,000 Gold) +5,500 Magical Attack, +3,000 SPI, 30% inflicts Charm
12 Sonic Goat Trumpet- (Weapon, Instrument, Sonic, 15,500,000 Gold) +15,000 Ranged Attack, +15,000 Magical Attack, Pierces 1,500 Defense
The Reaver's Hate- (Weapon, Soul, Void, 41,000,000 Gold) +40,000 Magical Attack, +11,600 to all stats, +3,000 Defense against Stat Damage, Wielder's offensive actions may target other battles if no opponent above level 68 is present in either battle, 5% Inflicts Petrified if possessor is at least level 40
Thorn-Whip of the Fabulous Society for the Restoration of Global Sexy- (Weapon, Whip, Physical & Wood, 30,000,000 Gold) +30,000 Melee Attack, 100% inflicts Pain, 100% inflicts Charm, Wielder's allies' Charm infliction chances are increased by 30% as an effect that stacks 3 times, Wielder must be Level 20 or greater and must possess the ability 'Dominator' or the ability 'Sexy'
2 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
3 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
4 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
Twilight-Ripper Ooze Gigacannon- (Weapon, Gun, Darkness & Water & Time, 210,000,000 Gold) +220,000 Ranged Attack, 250% inflicts Paralyzed: Sticky, 250% inflicts Voidstruck: Torn From Time, Wielder's Ranged Attack actions may summon an Ooze from the enemy list that is normally fightable for drops that is below Level 60 into the row-formation of their targets in any front or back row, Max 10 summoned
White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage
3 Variable Ray- (Weapon, Gun, Technology, 8,000,000 Gold) +8,000 Ranged Attack, +5,000 AGI, +5,000 MIN, 30% inflicts any one minor or moderate negative status effect
5 Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
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
Armor-
*Jeff's Underpants- (Armor, Clothing, Air, 500 Gold) +5 Defense
*Tacky Purple Suit of Exploding Fortune- (Armor, Clothing, Magic & Fire & Darkness, 180,000 Gold) +180 Defense, 5% Darkness Resistance, 5% Fire Resistance, 1% ignores all damage from a Fire element attack that does under 100,000 damage, +8% Dodge against Darkspawn, +12% recieves treasure drops from Demons, Daemons, Darkspawn, Elementals, Fiends, and Cthonians
*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
'Drugs Have No Good Points and Partaking in them Will Cause You to Be Ambushed and Beaten Mercilessly by Men with Entire Live Cheetahs for Heads, Even if You are Really Strong, Even Later When You Think You Might Be Safe' Shirt- (Armorx0.5, Clothes, Physical & Order & Beast, 30,000,000 Gold) +30,000 Defense if wearer has no Drug-granted abilities, +30,000 CON if wearer has no Drug-granted abilities, No individual of Level 80 (that are not 20 or more Levels greater than wearer) or lower benefits from any Drug-granted ability it possesses, Drugs used by sources below Level 80 (that are not 20 or more Levels greater than wearer) cannot have positive effects, If an individual uses a Drug consumable, at the end of the round, three rounds later, the user is, even if in a different battlespace or battle, even if wearer is dead, dealt 300,000 Flat Beast & Physical & Order element Damage
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
3 Bane Knight's Armor- (Armor, Heavy Armor, Darkness & Physical, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Physical Resistance, +8,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +8,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +800 Defense against CON Damage
Finery of the Calif of Air- (Armor, Clothing, Air, 8,700,000 Gold) +8,400 Defense, +8,100 to all stats if wielder is Air element, 30% Air Resistance, Wielder's Air element spells and abilities cost 10,000 less MP
2 Lich-Alchemist's Coat- (Armor, Light Armor, Darkness & Magic, 12,000,000 Gold) +12,000 Defense, +12,000 Defense against Darkness, +12,000 Defense against Acid, 20% Darkness Resistance, 20% Acid Resistance, +12,000 Magical Attack, Wearer's Necromancy and Alchemy spells that provide a Magical Attack Bonus gain +12,000 additional Magical Attack, Wearer's Necromancy and Alchemy summons gain +9,500 to all stats as a non-stacking effect, Necromancy and Alchemy spells cost wearer 12,500 less MP to cast, Wearer's Alchemy summons may gain the subtype Undead
Lord Fisherman's Royal Robes- (Armor, Robe, Water, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Drowning: Tide-Trapped, 100% Stat Drain Resistance, 100% Poison Resistance, 100% Diseased Resistance, 30% Chaos Resistance, 30% Destruction Resistance, 30% Water Resistance, 30% Technology Resistance, 30% Physical Resistance, 5% Chaos Magic Resistance, 5% Elemental Magic Resistance, 5% Aquatic Resistance, 5% Aerial Resistance, 5% Elemental Resistance, Wearer gains the element Water, Wearer must be Level 20 or greater and must possess the ability 'Noble', the ability 'Ocean Prince', or the ability 'Lord Fisherman of the Citadel'
Hagoromo- (Armor, Robe, Light, 5,500,000 Gold) +5,500 Defense, +5,500 to all stats, 25% Earth Resistance, 20% Entombed Resistance, 35% Dodge
Accessories-
*Archtyrant's Amulet of Protection Against Penguins- (Accessory, Amulet, Darkness & Fire, 100,000,000 Gold) Wearer gains +100,000,000 uncapped Defense against individuals below Level 60 whose name includes 'Penguin'
*Birdanger Ring- (Accessory, Ring, Air, 4,000,000 Gold) +8% Critical against Aerials, 15% Aerial Resistance
*Doctor Miracle's Papers from the Indrasena Portal (Bound Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN (Bound to Sesamara)
*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
*Food Truck Named 'The Beef Chief'- (Accessory, Container, Fire & Physical & Earth, 18,500,000 Gold) Food consumables used by wielder deal an additional 360,000 points of Damage (including Healing), Wielder counts as gaining the subtype Vehicle if wielder has at least one Food consumable equipped
*Liquor Carl- (Accessory, Legionnaire, Toxin & Water & Magic & Air, 100,000,000 Gold) +1 Base SPI, 300% inflicts Poison: Drunk, All Spirits in the same battlespace as possessor who are below Level 80 and below possessor's wielder's Level gain the subtype Drink
A Brighter Note- (Accessory, Magic Item, Light & Color & Sonic & Whimsy, 100,000,000 Gold) Possessor cannot be afflicted with minor negative status effects but is always afflicted by minor positive status effects that there's a chance of
Alchemical Formula Book- (Accessory, Tome, Acid & Magic, 800,000 Gold) +8,000 MP that may only be used for casting Alchemy spells, Wielder may equip 10 additional Alchemy spells, provided wielder has no non-Alchemy spells equipped as a non-stacking effect
A Man Who Stares At Wars- (Accessory, Other: Legionnaire, War & Psychic, 5,500,000 Gold) One of wielder's opponents is dealt 55,000 Flat War & Psychic element Damage at the start of each round, Wielder counts as possessing an additional Human & Abstract ally
A Time Genie's Lamp- (Accessory, Magic Item, Time, 300,000,000 Gold) +300,000 Magical Attack, +300,000 SPI, +3,000,000 MP, Wielder may spend an action to replicate the effect of any action that is Time element that is performable by an entity on the Enemy List that is below Level 80 and normally fightable for drops as though a copy of that entity were doing it, Wielder must be Level 40 or greater, Wielder if below this limit in an RP thread may use the item but gets one heck of an uncontrolled genie
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
Automated Potion Vending Machine (Premier Edition)- (Accessory, Container, Technology & Water, 40,000,000 Gold) This item creates 1 temporary Potion that is in stock in the shop and worth under 40,000,000 Gold at the start of each round
Bee-Feeder's Hat- (Accessory, Hat, Physical & Air & Earth, 4,500,000 Gold) +4,500 Defense, +4,500 to all stats, Confusion: Fear Immunity, Charm: Wanderlust Immunity, Wielder deals 45,000 additional points of Healing to Insects
Bill's Parakeet: The Fanciest Jetfighter in the East- (Accessory, Legionnaire, Technology & Air & War & Sonic, 50,000,000 Gold) +50,000 Ranged Attack, All Aerials that aren't (Level 80 or greater and objecting) are also Machines, and their name has 'Bird' replaced by 'Jetfighter' if it can be
Dave's Brother's Dog's Lips- (Item, Antiquity, Darkness & Fire, 5,000 Gold)
Blackclad Order Mage’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 1,500,000 Gold) +1,450 Magical Attack, +1,450 Defense, +600 to all stats, 15% Magic Resistance, 15% Darkness Resistance, 15% Acid Resistance, +15,000 MP, 40% Resilience against Magic element attacks and effects, 15% Resilience, 130% To Hit
Book of Futuristic Science- (Accessory, Tome, Technology, 800,000 Gold) +8,000 MP that may only be used for Hypertech spells, Wielder may equip 10 additional Hypertech spells, provided wielder has no non-Hypertech spells equipped as an non-stacking effect
677 Bracelet of Twin Venoms- (Accessory, Wristwear, Acid, 1,300,000 Gold) Wielder may stack inflictions of Poison twice on targets below Level 30
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
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
Corpse of a Celebrity- (Accessory, Trinket, Darkness & Glitz, 30,000,000 Gold) +3 Fame
Crusader General's Helm- (Accessory, Helmet, Light, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, all of wearer's allies gain 20% Resilience, Immunity to minor status effects from sources below Level 30, +500 to all stats, and 50% Voidstruck Resistance, Bonuses to allies from this item do not stack
Demilich Eyes- (Accessory, Eyewear, Darkness & Magic, 150,000,000 Gold) Twice per battle, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
Dictionary that Gives Whoever is Wielding It a Funny Accent- (Accessory, Tome, Knowledge, 5,000,000 Gold) +5,000 MIN, Wielder's subtype solely becomes Alien unless wielder is Level 40 or greater and chooses for it not to count as such
Dire Clown Klaxon- (Accessory, Gadget, Sonic & Terror & Whimsy, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Ranged Attack, 300% inflicts Confusion: Fear and Impaired: Deaf, Wielder may choose to count as possessing up to 200 additional Human, Shapeshifter, Horror, or Demon allies, Wielder may choose to count as having an additional Instrument weapon equipped
Doctor's Tome- (Accessory, Tome, Light & Physical, 800,000 Gold) +8,000 MP that may only be used for Healer Magic spells, Wielder may equip 10 additional Healer Magic spells as a non-stacking effect, provided wielder has no non-'Healer Magic' spells equipped
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
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
Echidna Mask- (Accessory, Mask, Life, 85,000,000 Gold) +40,000 Defense, +80,000 CON, +80,000 SPI, Wearer's summons gain +4,500 to all stats as a non-stacking bonus, Wearer's summons may not be unsummoned by individuals below Level 80, Wearer must be Level 40 or greater
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
2 Emerald Sun's Core Band- (Accessory, Ring, Atomic & Light & Astral, 347,000,000 Gold) +350,000 Magical Attack, +3,500,000 MP as a non-stacking bonus, +35,000 Defense against Stat Damage, Wielder's minor negative status effect infliction chances are increased by 50% as a non-stacking bonus, Wielder regenerates 350,000 MP at the start of each round, Wielder gains Poison Immunity, Poison: Irradiated Immunity, and Overload Immunity, 200% inflicts Poison: Irradiated, 150% inflicts Awestruck, 150% may inflict Burning, 15% Solar Being Resistance, Wielder must be Level 40 or greater
w/ Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
2 Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
Era Duck- (Accessory, Aerial, Time, 90,000,000 Gold) +45,000 to all stats, Time element actions from sources below Level 80 may not move wielder to a different battlespace or inflict Petrified on wielder
Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 1,000,000 Gold) Wielder regenerates 10,000 HP per round, +10,000 HP
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
2 First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Flamingo Wig (Problematic Style)- (Accessory, Hat, Chaos & Tacky, 210,000,000 Gold) Actions from sources below Level 70 that target wearer gain a 25% chance of failing (including non-offensive actions and wearer's own actions)
Goatmaster's Horned Saddle- (Accessory, Trinket, Earth, 10,000,000 Gold) +10,000 Melee Attack if wielder is a passenger of an entity whose name includes 'Goat', Wielder's pets and summons whose name includes 'Goat' gain +5,000 to all stats as a non-stacking bonus and the ability:
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Greater Scarf of the Elusive Heavenly Spirits- (Accessory, Scarf, Light, 17,000,000 Gold) +17,000 to all stats, 25% Earth Resistance, 20% Air Resistance, 20% Light Resistance, 50% Dodge
Great Medic's Cap- (Accessory, Hat, Light, 4,100,000 Gold) +4,000 Defense, +3,000 to all stats, all of wearer’s allies gain 20% Resilience, Immunity to minor status effects from sources below Level 40, +500 to all stats, and regenerate 5,000 HP per round, Bonuses to allies from this item do not stack
4 Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
5 Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
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
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
Jolly Giftbearer's Smiling Belt Buckle- (Accessory, Trinket, Light & Ice, 60,000 Gold) +60 Defense, +600 Defense against Gold Damage, Confusion: Depression Immunity, Confusion: Berserk Immunity, 15% Confusion: Overcome with Laughter Weakness
Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
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
Lame Skateboard- (Accessory, Container, Physical, 500 Gold) Wielder can't gain Fame from buffs
Lucky Green Velvet Shoes- (Accessory, Shoes, Earth, 80,000 Gold) +80 Defense, +60 AGI, +60 SPI, 15% Dodge, 15% Critical, 103% To Hit
Manpurse of the Early Riser- (Accessory, Container, Light & Earth, 75,000,000 Gold) Wielder may carry up to 5 additional unequipped items into battle, If all of possessor's opponents have lower turn-order-determining stat totals, possessor, to a max of once per battle, gains an additional action on the first round of battle
Mask of the Totalgoat- (Accessory, Mask, Earth, 15,000,000 Gold) Wearer gains the subtype Animal and may spend an action to replicate any non-overcrash action of any its pets or summons whose name includes 'Goat' that is below Level 60 as though a copy of said pet or summon were performing said action or to replicate any non-overcrash action of any entity from the enemy list that is below Level 60 that is normally fightable for drops whose name includes 'Goat' or pet from the Zoo Record that is in stock that is below Level 60 that is normally fightable for drops whose name includes 'Goat' as though said entity were performing said action
Nullstone Forehead- (Accessory, Bioaugmentation, Physical & Null, 20,000,000 Gold) +20,000 Melee Attack, Wielder may not obtain buffs, debuffs, or minor status effects from sources below Level 20
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
Photo Album of Doctors Making Out with Corpses- (Accessory, Tome, Darkness & Psychic, 350,000 Gold) 60% inflicts Confusion: Fear: Disconcerted
Portal-Door Forehead- (Accessory, Upgrade, Spatial, 120,000,000 Gold) Wielder may summon 1 entity from the Enemy List that is below Level 60 at the start of each round, these summons may not summon, Max 20 summoned, Wielder must be Level 20 or greater
Rainbow Horse Teeth- (Accessory, Bioaugmentation, All Base Elements, 333,333,333 Gold) +3,333,333 Melee Attack, +33,333,333 HP as a non-stacking bonus, Wielder's actions gain all base elements plus any non-universe element that any opponent Resists, is Immune to, or Absorbs, Wielder must be Level 40 or greater or in 'Form of Horse' Stance
Red, Red Rose- (Accessory, Trinket, Fire & Light, 50,000 Gold) 5% inflicts Charm
4 Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater
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'
Scarf of Fantabulous Resplendiosity- (Accessory, Scarf, Tacky & Wonder, 60,000,000 Gold) +60,000 to all stats, 100% may inflict Charm or Awestruck
Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher
Secret Anti-Knees- (Accessory, Bioaugmentation, Mystery, 50,000,000 Gold) If wielder would acquire a debuff that would reduce possessor's turn-order-determining stat total, possessor may, up to once per thread, negate said debuff
Secret Goat-Holding Compartment- (Accessory, Container, Earth, 4,500,000 Gold) Wielder may bring up to 3 items whose name includes 'Goat' into threads unequipped
Sneaky Bee Grease- (Accessory, Magic Item, Beast & Memory, 30,000,000 Gold) Wielder's summons whose name includes 'Bee' or 'Wasp' gain 50% Cold Resistance, Wounded Immunity, and +30% Dodge as a non-stacking bonus
Spring-Loaded Escape-Ass- (Accessory, Bioaugmentation, Technology & Sonic, 500,000 Gold) Wielder may, once per thread, gain 15% Dodge against an attack coming from a source below Level 50
Strange Ring Made In a Crafts-Class By a Kid Who Tends to Be Kinda Unsuccessful at Art- (Accessory, Ring, Tacky & Air, 80 Gold) +1 to a randomly-determined stat (determined at the start of each such round) at the start of each round whose number is a multiple of 3
Surprise Legs- (Accessory, Bioaugmentation, Chaos, 30,000,000 Gold) 100% inflicts Confusion
Swarm Mother's Crown- (Accessory, Crown, Acid & Air, 200,000,000 Gold) +180,000 MIN, Wearer gains 5 Summon Slots, Wearer's summons gain +15,000 to all stats as a non-stacking effect
Tennin's Scarf- (Accessory, Scarf, Light, 5,000,000 Gold) +5,000 to all stats, 20% Earth Resistance
The Art of Leeeeeeeaaaaaaannnnnniiiiiinnnnngggg- (Accessory, Tome, Physical, 500,000 Gold) Wielder gains Confusion: Dizzy Immunity and Impaired: Unbalanced Immunity
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Time Cigar- (Accessory, Magic Item, Fire & Air & Time, 5,000,000 Gold) Wielder's enemies obtain -1,000 to their turn-order-determining stat sum at the start of each round as a debuff that stacks 5 times
Tipsy Gordan the Animate Super-Milk- (Accessory, Legionnaire, Chaos & Animae, 2,777,777 Gold) +2,777 Melee Attack, +2,777 Ranged Attack, +2,777 Defense, +2,777 STR, +27,777 HP as a non-stacking bonus, Wielder deals full Damage to targets below Level 40 in the back row, Wielder may equip or unequip any one item at the start of each round, 15% inflicts Confusion and Poison: Drunk on wielder at the start of each round, Wielder counts as possessing an additional Golem & Abstract & Drink ally with the ability 'Super Hero'
Trainhead That Abstracts Can Ride In- (Accessory, Upgrade, Astral & Chaos & Technology, 30,000,000 Gold) +30,000 CON, +30,000 AGI, Wielder gains a Passenger Capacity of 5 if wielder does not already possess a passenger capacity, becomes a Vehicle in addition to all other subjects, may take an action to pick up or deploy one Abstract passenger, and has all passengers automatically deploy upon death or transformation
Trasenturgentine Pain Refinery- (Accessory, Container, Acid & Darkness & Agony, 275,000,000 Gold) Wielder's 'Alchemy' spells may gain '300% inflicts Pain', Instances of Pain inflicted by wielder's actions that involve wielder casting at least one Alchemy spell that is capable of inflicting Pain possess no natural per-round recovery rate and cannot be cured by sources below Level 80, Wielder must be Level 40 or greater and must possess the abilities 'Adept Alchemy Attunement' and 'Adept Agony Synchronization'
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
Uninhabited Genie-Lamp- (Accessory, Trinket, Magic & Fire & Earth & Water & Air, 20,000,000 Gold) 100% may inflict Charm on any one Spirit or Elemental per thread
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
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: 165,060,000
XP Required: 16,400,000 (Standard Multiplier x2, Raised to x20 to bypass Level 40) 165,060,000 to 59
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
'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)
5 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
18 Alluring Perfume- (Consumable, Potion, Air & Fire, 10 Charges, 114,000 Gold) Target's offensive actions gain 20% inflicts Charm, lasts 6 rounds
9 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
Black Raspberry Colasea Cola (Canned)- (Consumable, Drink, Water & Ice, 1 Charge, 8,000 Gold) Deals 800 Flat Water & Ice element HP Healing
5 Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times
Bonus Fight Ticket: Blimplady Belinda- (Consumable, Ticket, Air, 1 Charge, 7,000 Gold) Possessor may start a special battle thread using this item to begin an abstandard match; consult Gadigan for details when this item is used
Bonus Fight Ticket: Bob the Caterpillar- (Consumable, Ticket, Earth, 1 Charge, 7 Gold) Possessor may start a special battle thread using this item to begin an abstandard match; consult Gadigan for details when this item is used
Bonus Fight Ticket: Doctor Gibbonface- (Consumable, Ticket, Earth, 1 Charge, 70 Gold) Possessor may start a special battle thread using this item to begin an abstandard match; consult Gadigan for details when this item is used
Bonus Fight Ticket: Doris the Mechanical Detective- (Consumable, Ticket, Metal & Knowledge, 1 Charge, X Gold) Possessor may start a special battle thread using this item to begin an abstandard match; consult Gadigan for details when this item is used
Bonus Fight Ticket: Rick Bakely the Baker of Bakers- (Consumable, Ticket, Earth, 1 Charge, 700 Gold) Possessor may start a special battle thread using this item to begin an abstandard match; consult Gadigan for details when this item is used
Bonus Fight Ticket: Roy Belwoo- (Consumable, Ticket, Energy & Electrical & Wealth & Commerce & Sonic, 1 Charge, X Gold) Possessor may start a special battle thread using this item to begin an abstandard match; consult Gadigan for details when this item is used
Bonus Side of Beef- (Consumable, Food, Physical & Fortune, 1 Charge, 500,000 Gold) This item may be used alongside other consumables and increases their amount of healing by 500,000
5 BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
5 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
6 Bulbous Blue Moonfruit (Aiiqunonian Variant)- (Consumable, Food, Water & Magic & Air & Light & Darkness, 2 Charges, 70,000 Gold) Deals 7,000 Flat Magic element HP Healing, target, if an Alien, obtains +70 to all stats as a buff that stacks 3 times
5 Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated
2 Cherry Colasea Cola (Canned)- (Consumable, Drink, Water & Ice, 1 Charge, 7,000 Gold) Deals 700 Flat Water & Ice element HP Healing
9 Colasea Cola (Canned)- (Consumable, Drink, Water & Ice, 1 Charge, 5,000 Gold) Deals 500 Flat Water & Ice element HP Healing
71 Cordial of Increased Potency- (Consumable, Potion, Energy & Air, 1 Charge, 2,500,000 Gold) Target consumable that would buff at least one stat buffs all stats that it would buff by 200 additional points, stacks 2 times per item, effects stack 20 times across all uses on all items per affected individual
18 Crazy Liquor- (Consumable, Drink, Chaos, 1 Charge, 6,000 Gold) Heals 1-5,000 HP (determined randomly), Heals 1-5,000 MP (determined randomly), Heals 1-60 points (determined randomly) of a randomly determined stat, 30% deals 1-5 (determined randomly) Stat Damage to a randomly determined stat, 5% inflicts a randomly determined minor negative status effect, 10% inflicts a randomly determined minor positive status effect, 1-60% (determined randomly) inflicts Poison: Drunk, 30% changes its target, if below Level 30, to be solely a randomly determined Base Element
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
5 Cuppa Joe- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 5,000 Gold) +5 to all stats, 20% Inflicts Invigorated, target may choose to obtain a buff that causes target's name to change to 'Joe', lasts 25 rounds, stacks 3 times
15 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
5 Dad's Weird Coffee That Has A Tie On The Mug- (Consumable, Drink, Technology & Water, 1 Charge, 900 Gold) +2 to all stats, 30% inflicts Elevated, 20% Inflicts Invigorated
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
5 Dragon Master Roast- (Consumable, Drink, Fire, 1 Charge, 15,000,000 Gold) +1,500 to all stats as a non-stacking bonus, Inflicts Invigorated, Inflicts Stat Boost: SPI Boost or Stat Boost: CON Boost, target is automatically cured of Frozen at the start of every round, lasts 500 rounds, This item's name counts as including 'Coffee'
18 Eggnog Special- (Consumable, Drink, Water & Ice, 1 Charge, 1,400 Gold) Heals 1,100 HP, Heals 50 SPI Damage, +5 CON, 15% inflicts Poison: Drunk, does not stack
199 Exploding Bunny- (Consumable, Lethal Item, Fire, 1 Charge, 700 Gold) Does 50 Fire damage, 1 hit against 17
1,201 Exploding Goat- (Consumable, Lethal Item, Fire, 1 Charge, 7,000 Gold) Does 700 Flat Fire element damage, 1 hit against 20, this action counts as coming from a source that additionally possesses the subtype Animal
Evergarden Specialty Sandwich- (Consumable, Food, Earth & Water & Fire, 2 Charges, 20,000,000 Gold) +200,000 HP, +200,000 MP, +10,000 to all stats, this action counts as coming from as source whose subtype is solely Plant, stacks 3 times
180 Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
10 Greater Mirage Dust- (Consumable, Powder, Magic, 1 Charge, 60,000 Gold) 40% inflicts Confusion
7 Greater Mirage Globe- (Consumable, Stored Spell, Magic, 1 Charge, 170,000 Gold) 60% inflicts Confusion, 1 hit against 6
Greater Potion of Elemental Energy Resistance- (Consumable, Potion, Fire & Ice & Electrical & Acid & Sonic & Energy, 1 Charge, 30,000,000 Gold) Target gains 30% Fire Resistance, 30% Ice Resistance, 30% Electrical Resistance, 30% Acid Resistance, 30% Sonic Resistance, and 30% Energy Resistance, does not stack
15 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
18 Holiday Rum- (Consumable, Drink, Water & Fire & Ice, 1 Charge, 1,700 Gold) Heals 500 HP, Heals 50 CON Damage, +20 CON, 20% inflicts Poison: Drunk, does not stack
ICE POWER Soda- (Consumable, Drink, Ice, 1 Charge, 6,000 Gold) Target's next action becomes solely Ice element if target is below Level 10 or willing
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
18 Inkwell Which Holds a Tryn-Goll’yor- (Consumable, Lethal Item, Darkness, 1 Charge, 110,000 Gold) 70% inflicts Voidstruk, 1 hit against 8
Inkwell Which Holds a Tryn-Goll’yor (One Black Stroke Applied)- (Consumable, Lethal Item, Darkness, 5 Charges, 280,000 Gold) 80% inflicts Voidstruk or +3,000 MP or deals 15,000 Flat Darkness element damage, 1 hit against 8
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
5 Itchy Moondust- (Consumable, Powder, Air & Earth, 1 Charge, 15,000 Gold) 30% inflicts Pain: Constant Itching
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
Leopard Wax- (Accessory, Magic Item, Water, 60,000 Gold) Wielder's pets whose name includes 'Leopard' gain Paralyzed Immunity
Loaf of BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBB- (Consumable, Food, Earth & Chaos, 1 Charge, 60,000 Gold) Deals 60,000 Flat Earth element HP Healing to target Abstract
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
Miraculous Medicine- (Consumable, Medicine, Hope, 1 Charge, 150,000,000 Gold) Cures all minor negative status effects and Plague
Mysterious Round Sour Terror-Delite Ball- (Consumable, Food, Acid, 1 Charge, 60,000 Gold) +6,000 HP, +60 SPI, 30% inflicts Confusion, Has RP effects
5 Mystic Figurine: Mirage Diamond Butterfly- (Consumable, Summoning Stone, Illusion, Unlimited Charges, 36,000,000 Gold) Up to 5 target individualsgains +25% Dodge for 1 round as a non-stacking buff, This action counts as being performed by a Level 60 Insect, This item's user must be Level 40 or greater
5 Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater
Next Starlight Chocolate Coffee- (Consumable, Drink, Astral & Darkness & Light & Time, 1 Charge, 8,700,000 Gold) Target willing individual is afflicted with Vanished until a round begins in which the primary battlespace contains a Chronogeomantic Zone of Dawn, with said instance of vanished inflicting Augmented: Haste, Invigorated, Fortified: Shadow Warded, and Imbued on its possessor when it is cured
25 Orange Phoenix Cocktail- (Consumable, Drink, 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, 60% inflicts Impaired: Drunk on targets that are successfully resurrected
5 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
5 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
18 Peppermint Whisky- (Consumable, Drink, Ice, 1 Charge, 1,500 Gold) Heals 500 HP, Heals 500 MP, Heals 30 CON Damage, Target gains 5% Ice Resistance, 20% inflicts Poison: Drunk, does not stack
10 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
8 Primordial Sculptor's Clay- (Consumable, Summoning Stone, Earth & Life, 1 Charge, 60,000,000 Gold) Summons one Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
Powder of Lumott- (Consumable, Powder, Light & Ice, 1 Charge, 700,000 Gold) Target, if Ice element, loses all its Dodge bonuses that come from buffs that come from Darkness-element actions from sources below Level 60
100 Regenerative Extract- (Consumable, Potion, Earth & Water & Magic, 1 Charge, 65,000 Gold) Inflicts Rejuvination
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
5 Shadow City Roast- (Consumable, Drink, Darkness, 1 Charge, 5,000,000 Gold) +500 MIN, +500 AGI, 25% Darkness Resistance, 30% inflicts Invigorated, Stacks 10 times, this item's name counts as including 'Coffee'
17 Sonic Goat Whistle- (Consumable, Summoning Stone, Sonic, 6,000,000 Gold) Summons 1 Sonic Goat from the enemy list, Max 15 summoned
138 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 Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 6,000 Gold) +6 to all stats, 30% Inflicts Invigorated
Tastee Wafer- (Consumable, Food, Earth, 1 Charge, 50 Gold) Deals 5 Flat Earth element HP Healing
5 Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
5 The Roast With The Ghost- (Consumable, Drink, Darkness, 1 Charge, 6,000,000 Gold) +600 to all stats as a non-stacking bonus, Inflicts Invigorated, Target obtains a non-stacking buff that allows it to summon a single Ghost from the Enemy List at the start or end of a round, with said buff disappearing when said Ghost is summoned, Max 3 summoned
5 Thousand-Stories Tea- (Consumable, Drink, Magic & Earth & Air & Water, 10 Charges, 4,000,000 Gold) +20,000 MP, +2,000 MIN, +1,000 SPI, Target gains 50% Entombed, Mindblasted, and Antimatter Resistance, stacks 5 times
32 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
5 Ultrastrong Coffee- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 3,000,000 Gold) +1,500 to all stats, 60% Inflicts Invigorated, does not stack
Venom-Syphon Fugu- (Consumable, Food, Life & Water & Hunger, 1 Charge, 125,000,000 Gold) Cures Venom from sources below Level 90
Vision Salts- (Consumable, Powder, Psychic & Earth, 1 Charge, 600,000 Gold) Target may scan the stats of up to three individuals at the start of each round, does not stack
4 Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'
4 Walrus Nog- (Consumable, Drink, Chaos, 1 Charge, 5,000,000 Gold) 80% inflicts Poison: Drunk, Target, if willing or below Level 60, becomes Chaos element
255 Warthyme- (Consumable, Medicine, Earth & War, 1 Charge, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, stacks 15 times
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect
Vacation Pass: Big Berry Grove- (Consumable, Ticket, Earth & Water, 1 Charge, 43,000,000 Gold) Begins a Random Quest in Big Berry Grove for user and up to 7 other willing PCs if used at the start of a new random quest thread
Items-
1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
*The Reserve Reserve, Haven of Alcohols- (Item, Property, Wonder & Water, 70,000,000 Gold)
<- - (Item, Antiquity, Law & Chaos, 5,000,000 Gold)
"Can Cereal Be Vampiric: An In-Depth Investigation'- (Item, Antiquity, Earth, 500 Gold)
'Explanation of Econoics For Bozos'- (Item, Antiquity, Numerals & Ice, 77,000 Gold)
'Hot Samurai Vs. Nude Vampires: The Greatest Conflict', a Film- (Item, Antiquity, Darkness & Fire & Physical, 500,000 Gold)
'Oh Man, Lili Is On To Us' Vampire Cereal- (Item, Antiquity, Darkness, 500 Gold)
'Theories About Why These Peanuts Are So Gobsmackingly Delicious: A Full Study'- (Item, Antiquity, Fire & Knowlege, 7,000,000 Gold)
100,000 Frequent Flier Miles from a Defunct Airline- (Item, Antiquity, Air, 100 Gold)
A Concerning Notice that Indicates that Items are Being Made without Proper References and May Possess Off-Kilter Gold Values or Unusual Text- (Item, Antiquity, Hax, 999,999,999.999 Gold)
A House for Some Dude Who Ain't a Beekeeper Anymore, Son- (Item, Property, Not Bees, 700,000 Gold)
Agnifevra Bush Leaves- (Item, Material, Fire & Water & Earth, 200,000 Gold)
Applause of Millions- (Item, Antiquity, Air & Technology, 3,000,000 Gold)
Acid Mana Oil- (Item, Material, Acid, 5,000 Gold)
Alchemically-Produced Mega-Diamond- (Item, Material, Acid, 36,000,000 Gold)
Alchemist's Formula Book- (Item, Crafting Equipment, Magic & Acid, 50,000 Gold) Not consumed in combinations it is a part of
Air Mana Oil- (Item, Material, Air, 5,000 Gold)
Awesomeness- (Item, Material, Light & Fire & Electrical & Glory, 100,000,000 Gold)
Bascaradine Ultimate Bottomless Mother-In-Law-Zilla-Slaying Wedding Decoration-and-Favor Box- (Item, Antiquity, Light & Hope & Magic, 65,000,000 Gold)
Beehive Full of Malware- (Item, Antiquity, Technology & Toxin & Earth, 8,000,000 Gold)
79 Blue Alraune Flower- (Item, Antiquity, Earth, 210,000 Gold)
Book Explaining Where All These Samurai Came From- (Item, Antiquity, Air & Knowledge, 8,000 Gold)
Bottle of Eerie Green Acidic Jelly of Jeqzfonz- (Item, Antiquity, Acid, 13,000,000 Gold)
Bottle of Sparkling Water (2)- (Item, Antiquity, Water, 19,400 Gold)
Box of Fake Bologna- (Item, Antiquity, Physical & Earth, 310 Gold)
30 Clay of the Great Beasts- (Item, Material, Earth & Life, 55,000,000 Gold)
Crystal-Carrying Spoon- (Item, Antiquity, Earth, 500,000 Gold)
16 Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
Dave's Brother's Dog's Lips- (Item, Antiquity, Darkness & Fire, 5,000 Gold)
Document Formally Informing Kabanha of the Mistakes that He Made- (Item, Antiquity, Law & Knowledge, 500,000 Gold)
Doris the Mechanical Detective's Investigations Into How Lili and Celas Caused Macaques to Become Eggplant-Flavored- (Item, Antiquity, Knowledge & Life, 800,000 Gold)
72 Dreamcolor Spotlight- (Item, Antiquity, Magic & Psychic, 12,600,000 Gold)
Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
Electrical Mana Oil- (Item, Material, Electrical, 5,000 Gold)
1 Elemental Domain Core: Spatial- (Item, Antiquity, Spatial, 160,000,000 Gold)
95 Empty Bottle- (Item, Material, Air, 20 Gold)
5 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
Energy Mana Oil- (Item, Material, Energy, 5,000 Gold)
6 Everspinning Moonflower- (Item, Antiquity, Magic & Air, 70,000 Gold)
3 Exotic Plants- (Item, Antiquity, Earth, 14,000 Gold)
5 Fame Legs- (Item, Antiquity, Physical & Glitz, 5,000,000 Gold)
Fire Mana Oil- (Item, Material, Fire, 5,000 Gold)
Floating Oasis- (Item, Property, Earth & Air & Water, 36,000,000 Gold)
Formus Crystal- (Item, Material, Formus, 80,000 Gold)
9 Giant Household Objects- (Item, Antiquity, Earth & Physical, 97,000 Gold)
Giant Rubber Duck- (Item, Antiquity, Water & Physical, 20,000 Gold)
55 Godseed: Love- (Item, Material, Fire & Light, 180,000,000 Gold)
Godseed: Oceans- (Item, Material, Water, 180,000,000 Gold)
Godseed: Tyranny- (Item, Material, Air & Darkness & Fire & Psychic, 180,000,000 Gold)
29 Great Egg of Myrrh- (Item, Antiquity, Fire & Earth & Light, 14,000,000 Gold)
34 Herd of Livestock- (Item, Antiquity, Earth, 160,000 Gold)
Hope Mana Oil- (Item, Material, Hope, 5,000 Gold)
50 Huge Container of Air Mana Oil- (Item, Material, Air, 500,000 Gold)
50 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
50 Huge Container of Water Mana Oil- (Item, Material, Water, 500,000 Gold)
Ice Mana Oil- (Item, Material, Ice, 5,000 Gold)
Invitation to the 28th Stone Cold Classic 'Hang the Clown' Tournament- (Item, Antiquity, Air & Earth & Moon, 700,000 Gold)
12 Jeweled Legs- (Item, Antiquity, Earth, 90,000 Gold)
Jungle of Deadly Plants (Level 31-40) Spawn Table- (Item, Antiquity, Earth & Water, 910,000 Gold)
Jungle Village- (Item, Property, Earth, 300,000 Gold)
1,326 Laboratory- (Item, Property, Technology & Electrical & Acid, 970,000 Gold)
3 Large Luminescent Wing- (Item, Material, Magic, 79,000 Gold)
Low-End Doomsday Device Blueprints- (Item, Antiquity, Technology, 8,500,000 Gold)
Machine that Won't Stop Bleating- (Item, Antiquity, Technology & Air, 500,000 Gold)
20 Mad Blueprints- (Item, Antiquity, Technology, 100,000 Gold)
Magic Mana Oil- (Item, Material, Magic, 5,000 Gold)
Master Alchemist's Lab- (Item, Crafting Equipment, Technology & Magic & Acid, 60,000,000 Gold) Is not consumed in combos unless specifically noted
Master Alchemist's Tools- (Item, Crafting Equipment, Technology & Magic & Acid, 25,000,000 Gold) Is not consumed in combos unless specifically noted
Military Recruitment Poster Featuring a Sexy Woman Stepping on an Enemy Tank that is Stained by Alchemical Substances- (Item, Antiquity, Earth & Water, 700 Gold)
Motivational Sign Reading 'Be More Bullfighting'- (Item, Antiquity, Air & Chaos & Business, 30,000 Gold)
My Friend The Monster The Playlist The CD- (Item, Antiquity, Sonic & Darkness & Psychic, 750,000 Gold)
22 Mystery Matter- (Item, Antiquity, Magic, 1,200,000 Gold)
Note Thanking a Person for Naming the Rakshasha- (Item, Antiquity, Light, 500,000 Gold)
Or Is It A Tyopwriter?- (Item, Antiquity, Technology & Humor, 5,500,000 Gold)
Panopticum- (Item, Antiquity, Earth, 90,000,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
Photograph of Happily Smiling Family Members Wearing Pastel-Colored Shirts While Smiling for the Camera and Endorsing a Family-Friendly Product- (Item, Material, Light, 900 Gold)
Physical Mana Oil- (Item, Material, Physical, 5,000 Gold)
Pocket Dimension: Alchemical Wind-Distillery- (Item, Property, Air & Acid & Magic, 55,000,000 Gold)
Pocket Dimension: Hollow Porcelain Woman Upon a Shining White Plain- (Item, Property, Air & Acid & Magic, 45,000,000 Gold)
143 Primordial Clay- (Item, Material, Earth & Life, 15,000,000 Gold)
Psychic Mana Oil- (Item, Material, Psychic, 5,000 Gold)
3 Reallygreen-Tree Leaf- (Item, Antiquity, Earth, 5,000 Gold)
138 Red Alraune Flower- (Item, Antiquity, Earth, 210,000 Gold)
Regret: Thy Name is Octopus - The Poetic Memoir of a Pet Owner Who Wishes She Could Turn Back Time- (Item, Antiquity, Time & Water, 5,000 Gold)
Rusted Wonderchicken Leg- (Item, Antiquity, Technology & Destruction & Wonder, 2,000,000 Gold)
4 Sample of the Salsa of Power- (Item, Antiquity, Fire & Energy, 200,000 Gold)
2 Sample taken from the Liquor Dragon's Corpse- (Item, Material, Water, 60,000 Gold)
Shattered Remains of a Cosmic-Embryo Containment Ring- (Item, Antiquity, Life, 3,800,000 Gold)
Sign Saying 'Dang, Crazy Roy, You Fast'- (Item, Antiquity, Air, 300 Gold)
49 Skycraper-Sized Feather- (Item, Antiquity, Air, 1,000,000 Gold)
64 Sonic Fleece- (Item, Material, Sonic, 1,500,000 Gold)
Spell-Saturated Water- (Item, Antiquity, Water & Magic, 200,000 Gold)
Square Mile of Cosmic Playground in a Random Dimension- (Item, Property, Astral & Whimsy, 30,000,000 Gold)
568 Square Mile of Swamp on a Random World- (Item, Property, Acid, 30,000 Gold)
Stagnant Extradimensional Pool Filled with Water Louse Spirits- (Item, Property, Water, 2,000,000 Gold)
32 Suncrow Feather- (Item, Antiquity, Fire & Light & Atomic, 30,000,000 Gold)
Superhero-Attracting Bus Stop- (Item, Property, Wonder, 7,000,000 Gold)
Technology Mana Oil- (Item, Material, Technology, 5,000 Gold)
The Sound of a Manic Seal Freaking Out- (Item, Antiquity, Sonic & Water, 700,000 Gold)
The Sound of My Feet Hitting the Dance Floor- (Item, Antiquity, Fire & Sonic & Glory, 7,500,000 Gold)
The Typo Machine- (Item, Antiquity, Technology & Humor, 5,500,000 Gold)
Tickets to a Train to Super Hero School- (Item, Antiquity, Energy & Earth & Air, 500,000 Gold)
4 Tome of Esoteric Monsters- (Item, Antiquity, Earth & Darkness & Magic, 75,000 Gold)
Trophy for the Bedlifting Competition- (Accessory, Trinket, Air & Physical, 5,000,000 Gold) +5,000 STR, +50,000 HP as a non-stacking bonus, +1 Fame, Fatigued Immunity
Trophy for the Squidlifting Competition- (Accessory, Trinket, Water & Physical, 5,000,000 Gold) +5,000 STR, +50,000 HP as a non-stacking bonus, +1 Fame, 5% Aquatic Resistance
Truesilver Eggshard Touched By Ruin- (Item, Antiquity, Null, 15,000,000 Gold) (Bound to Noix)
174 Untyped Element Core- (Item, Material, Null, 1,000,000 Gold)
Walrusfest VI Commemorative Shotglass- (Item, Antiquity, Chaos & Water, 2,000 Gold)
Walrusfest VII Commemorative Shotglass- (Item, Antiquity, Chaos & Water, 20,000 Gold)
2 Walrusfest VIII Commemorative Shotglass- (Item, Antiquity, Chaos & Water, 40,000 Gold)
Walrusfest IX Commemorative Shotglass- (Item, Antiquity, Chaos & Water, 40,000 Gold)
Water Mana Oil- (Item, Material, Water, 5,000 Gold)
92 Yellow Alraune Flower- (Item, Antiquity, Earth, 210,000 Gold)
Resources-
6 Leprechaun's Magical Pot o' Gold- (Item, Resource, Magic & Wealth, 50,000,000 Gold) This item produces 5,000,000 Gold at the start of each month
Spells-
*Fab Thunder- (Spell, Dance, Electrical, 2,000 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
'For Glory!'- (Spell, Leadership, Light & Air, 500 MP, 2,500,000 Gold) Target gains a buff that causes Leadership spells and Glory-element spells to cost its possessor 25,000 less MP to cast and does not stack, 1 hit against 30
'For Knowledge!'- (Spell, Leadership, Magic & Technology, 500 MP, 2,500,000 Gold) Target gains a buff that causes Hypertech and Wizard Magic spells to cost its possessor 25,000 less MP to cast and does not stack, 1 hit against 30
'For Science!'- (Spell, Leadership, Technology, 500 MP, 2,500,000 Gold) Target gains a buff that causes Hypertech and Technomancy spells to cost its possessor 25,000 less MP to cast and does not stack, 1 hit against 30
Abstract Carol- (Spell, Bardic Music, Chaos, 5,000 MP, 15,000,000 Gold) +15,000 Magical Attack, 80% may inflict Confusion, Heals Abstracts
Alchemic Cluster-Firebomb- (Spell, Alchemy, Fire, 2,500 MP, 850,000 Gold) +850 Ranged Attack, 30% inflicts Burning, may gain '1 hit against 30' and deal 1/3 Damage
Alchemic Drug: Addictive Agony- (Spell, Alchemy, Agony, 9,000 MP, 9,000,000 Gold) 75% inflicts Charm: Masochism
Alchemic Drug: Astounding Bottle of Neon Bees- (Spell, Alchemy, Acid & Energy, 45,000 MP, 4,500,000 Gold) 45% inflicts Poison: Somehow Got High On Bees
Alchemic Mutagen- (Spell, Alchemy, Acid, 500 MP, 500,000 Gold) +500 STR, +500 CON, +500 AGI, 15% inflicts Confusion: Berserk, stacks 3 times
Alchemic Toxin- (Spell, Alchemy, Acid, 5,000 MP, 5,000,000 Gold) 60% inflicts Poison
Alchemically Enhance Poisons- (Spell, Alchemy, Acid, 5,000 MP, 5,000,000 Gold) Target's chances of inflicting Poison are increased by 15%, Stacks 3 times
Alphabetical Assault- (Spell, Anarchomancy, Air & Physical, 10,000 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
Alraune Petal Formula- (Spell, Alchemy, Earth, 8,000 MP, 8,000,000 Gold) +6,000 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
Astral Cannonite- (Spell, Hypertech, Technology, 5 MP, 900 Gold) +15 Magical Attack, May deal 200 damage instead of normal amount if user is at least Level 3
8 Biowarp- (Spell, Biomancy, Acid, 23,000 MP, 2,000,000 Gold) Target gains +1,000 or -1,000 to any one stat, stacks 4 times
1 Bottled Hell- (Spell, Alchemy, Darkness & Fire, 150,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Voidstruck, 100% inflicts Burning, target obtains -5,000 to all stats as a non-stacking debuff, Caster additionally counts as possessing the subtype Devil while performing this action, Caster must be Level 40 or greater
Bottled Stardust- (Spell, Alchemy, Astral & Magic, 170,000 MP, 170,000,000 Gold) Target obtains +35,000 to all stats as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
Civilization-Ending Monkey-Howl- (Spell, Chaos Magic, Sonic & Chaos & Beast & Blood, 1,600,000 HP, 160,000,000 Gold) +160,000 Ranged Attack, 200% inflicts Confusion, Targets below Level 80 obtain a non-stacking debuff that makes its possessor's unable to treat other individuals as allies, 1 hit against 200,000,000, Caster must be Level 40 or greater
Command a Pizza- (Spell, Leadership, Fire & Air, 7,000 Gold, 60,000 Gold) Caster controls target's next action if target is a Food whose name includes 'Pizza' that is below Level 5
Cosmic Doctor Fist- (Spell, Healer Magic, Astral, 30,000 MP, 15,000,000 Gold) +15,000 Melee Attack, May Heal, May cure any one minor or moderate negative status effect, May cure any one debuff with a source below Level 70, Caster must be Level 35 or greater
Cosmic Doctor's World-Bottling Procedure- (Spell, Alchemy, Astral & Spatial, 450,000 MP, 210,000,000 Gold) Caster obtains a buff and selects any number of existing Zones, Terrains, and Phantom Terrains that were created by sources below Level 80 or by caster and do not have any effects attached to them by sources above Level 80 that are not caster, Said Zones, Terrains, and Phantom Terrains are removed from battle until said buff on caster is removed, Caster must be Level 60 or greater and must possess the ability 'Adept Alchemy Attunement'
Craft Drainpetal Brew- (Spell, Alchemy, Earth & Darkness & Water, 700 MP, 2,100,000 Gold) +2,000 Magical Attack, deals 1,000 CON Damage, 100% inflicts Stat Drain: CON Drain
13 Craft Glowing Orange Lizard Tail Elixir- (Spell, Alchemy, Energy, 90 MP, 30,000 Gold) Creates 1 Glowing Orange Lizard Tail Elixir for 2,000 Gold and 45 XP
2 Craft Krazy Mystery Elixer- (Spell, Alchemy, Water & Earth, 1,250 MP, 15,000,000 Gold) Caster creates 1 'Krazy Mystery Elixer' for 2,500,000 Gold and 200,000 XP
Create Greater Liquor of Agility- (Spell, Alchemy, Water & Magic & Light, 5,000 MP, 5,000,000 Gold) +2,500 AGI, does not stack, lasts 100 rounds
Create Greater Liquor of Defense- (Spell, Alchemy, Earth & Magic & Light, 5,000 MP, 5,000,000 Gold) +2,500 Defense, does not stack, lasts 100 rounds
Create Greater Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 5,000 MP, 5,000,000 Gold) +2,500 MIN, does not stack, lasts 100 rounds
Create Greater Liquor of Spirit- (Spell, Alchemy, Water & Magic & Light, 5,000 MP, 5,000,000 Gold) +2,500 SPI, does not stack, lasts 100 rounds
Create Liquor of Agility- (Spell, Alchemy, Water & Magic & Light, 600 MP, 500,000 Gold) +250 AGI, stacks 5 times, lasts 50 rounds
Create Liquor of Constitution- (Spell, Alchemy, Water & Magic & Light, 600 MP, 500,000 Gold) +250 CON, stacks 5 times, lasts 50 rounds
Create Liquor of Health- (Spell, Alchemy, Water & Magic & Light, 600 MP, 500,000 Gold) +250 Magical Attack, Heals
Create Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 600 MP, 500,000 Gold) +250 MIN, stacks 5 times, lasts 50 rounds
Create Liquor of Spirit- (Spell, Alchemy, Water & Magic & Light, 600 MP, 500,000 Gold) +250 SPI, stacks 5 times, lasts 50 rounds
Create Liquor of Strength- (Spell, Alchemy, Water & Magic & Light, 600 MP, 500,000 Gold) +250 STR, stacks 5 times, lasts 50 rounds
Create Manly Liquor of Strength- (Spell, Alchemy, Physical, 12,000 MP, 12,000,000 Gold) +1,200 STR, stacks 2 times, lasts 20 rounds
Create Minor Liquor of Agility- (Spell, Alchemy, Water & Magic & Light, 60 MP, 20,000 Gold) +20 AGI, stacks 20 times, lasts 20 turns
Create Minor Liquor of Constitution- (Spell, Alchemy, Water & Magic & Light, 60 MP, 20,000 Gold) +20 CON, stacks 20 times, lasts 20 turns
2 Create Minor Liquor of Health- (Spell, Alchemy, Water & Magic & Light, 60 MP, 20,000 Gold) +25 Magical Attack, Heals
Create Minor Liquor of Mind- (Spell, Alchemy, Water & Magic & Light, 60 MP, 20,000 Gold) +20 MIN, stacks 20 times, lasts 20 turns
Create Minor Liquor of Spirit- (Spell, Alchemy, Water & Magic & Light, 60 MP, 20,000 Gold) +20 SPI, stacks 20 times, lasts 20 turns
Create Minor Liquor of Strength- (Spell, Alchemy, Water & Magic & Light, 60 MP, 20,000 Gold) +20 STR, stacks 20 times, lasts 20 turns
Create Zone of Acid- (Spell, Geomancy, Acid, 50 MP, 20,000 Gold) Caster creates a Zone of Acid which does not stack with Zones and may set the Phantom Terrain to Swamp
Create Zone of Air- (Spell, Geomancy, Air, 50 MP, 20,000 Gold) Caster creates a Zone of Air which does not stack with Zones and may set the Phantom Terrain to Open Plains
Create Zone of Darkness- (Spell, Geomancy, Darkness, 50 MP, 20,000 Gold) Caster creates a Zone of Darkness which does not stack with Zones and may set the Phantom Terrain to Dark Forest
Create Zone of Earth- (Spell, Geomancy, Earth, 50 MP, 20,000 Gold) Caster creates a Zone of Earth which does not stack with Zones and may set the Phantom Terrain to Mountains
Create Zone of Electrical- (Spell, Geomancy, Electrical, 50 MP, 20,000 Gold) Caster creates a Zone of Electrical which does not stack with Zones and may set the Phantom Terrain to Stormy Plains
Create Zone of Fire- (Spell, Geomancy, Fire, 50 MP, 20,000 Gold) Caster creates a Zone of Fire which does not stack with Zones and may set the Phantom Terrain to Desert
Create Zone of Ice- (Spell, Geomancy, Ice, 50 MP, 20,000 Gold) Caster creates a Zone of Ice which does not stack with Zones and may set the Phantom Terrain to Frozen Waste
Create Zone of Light- (Spell, Geomancy, Light, 50 MP, 20,000 Gold) Caster creates a Zone of Light which does not stack with Zones and may set the Phantom Terrain to Meadow
Create Zone of Magic- (Spell, Geomancy, Magic, 50 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
Create Zone of Psychic- (Spell, Geomancy, Psychic, 50 MP, 20,000 Gold) Caster creates a Zone of Psychic which does not stack with Zones and may set the Phantom Terrain to Salt Flats
Create Zone of Physical- (Spell, Geomancy, Physical, 50 MP, 20,000 Gold) Caster creates a Zone of Physical which does not stack with Zones and may set the Phantom Terrain to Road
Create Zone of Technology- (Spell, Geomancy, Technology, 50 MP, 20,000 Gold) Caster creates a Zone of Technology which does not stack with Zones and may set the Phantom Terrain to City
Create Zone of Water- (Spell, Geomancy, Water, 50 MP, 20,000 Gold) Caster creates a Zone of Water which does not stack with Zones and may set the Phantom Terrain to Beach
Curative Lunar Eyedrops- (Spell, Alchemy, Light & Magic, 30,000 MP, 30,000,000 Gold) +30,000 Magical Attack, Heals HP, Cures all minor negative status effects
Devil Arcana- (Spell, Arcanist Magic, Darkness & Fire, 150,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Voidstruck, 100% inflicts Burning, target obtains -5,000 to all stats as a non-stacking debuff, Caster must be Level 40 or greater
Doctor's Sudden Medical-Salvation-Rush- (Spell, Healer Magic, Air & Hope, 100,000 MP, 10,000,000 Gold) Caster's allies are cured of all negative status effects and debuffs with sources below Level 60 and regenerate 100,000 HP, Caster must be Level 45 or greater or (must be Level 20 or greater and must possess the ability 'Doctor')
2 Drink Your Sorrows Away- (Spell, Other: Culinary Arts, Water & Light & Darkness, 30 MP, 65,000 Gold) Cures Confusion: Depression, Inflicts Poison: Drunk
Elixir of Youth- (Spell, Alchemy, Earth & Light & Water, 60,000 MP, 12,000,000 Gold) Cures Fatigued: Elderly, Target gains Fatigued: Elderly Immunity
15 Emperor's Peach Elixir- (Spell, Alchemy, Wood & Life, 40,000 MP, 40,000,000 Gold) Target gains a non-stacking buff that provides the Life element, 40% Time Resistance, and Fatigued: Elderly Immunity
Endless Nein!- (Spell, Leadership, Air & Darkness, 999,999 MP, 99,999,999 Gold) Caster causes target individual below Level 60's next action to have a 9% chance of having no effect, with said effect not stacking and with this action, if a single-target 'Cast a Spell' action, repeating itself at the start of each round that none of its caster's other actions have repeated on, Only affects targets who are not 9 or more Levels greater than caster
Erosion of Borders- (Spell, Geomancy, Air & Water & Earth & Spatial, 48,000 MP, 24,000,000 Gold) Caster may combine two Zones that are solely of one element each, each of which possesses a source that is either caster or is below Level 60 into a single Zone that is both of their elements that possesses all of the effects that were previously attached to said individual Zones, Caster must be Level 20 or greater and must possess the ability 'Adept Geomancy Attunement'
451 Eternal Love- (Spell, Enchantment, Light & Fire, 450,000 MP, 130,000,000 Gold) 200% inflicts Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater
Everlasting Love Potion- (Spell, Alchemy, Fire & Magic, 175,000 MP, 130,000,000 Gold) 300% inflicts Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater and must either possess the ability 'Adept Alchemy Attunement' or have an ally who possesses the ability 'Adept Alchemy Attunement'
Expert Alchemist's Eternal Poison- (Spell, Alchemy, Acid & Darkness & Magic, 136,000 MP, 22,500,000 Gold) +22,500 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
Expert Alchemist's Eternal Restorative- (Spell, Alchemy, Light & Magic, 136,000 MP, 22,500,000 Gold) +22,500 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, 200 MP, 5,000,000 Gold) +4,500 Magical Attack, Heals, Inflicts any one minor positive status effect
Explosive Moonjuice- (Spell, Alchemy, Light & Magic, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 15% inflicts Manablasted, Actions involving this spell may gain 1 hit against 5 and deal 1/2 damage
Extract Color- (Spell, Alchemy, Color, 16,500,000 Gold) 100% inflicts Voidstruck: Dulled, If this status effect infliction is successful, caster obtains a non-stacking buff that makes its possessor solely the non-universe element(s) of one individual that said status effect was inflicted on
For Power!- (Spell, Leadership, Energy, 0 MP, 6,000,000 Gold) Caster gains +1,000 to all stats and +60,000 MP, does not stack
6 Freedom- (Spell, Healer Magic, Air, 70,000 MP, 30,000,000 Gold) Target is immune to row-shifting effects from sources below Level 60, Target's actions cannot be skipped by minor or moderate status effects, Target gains Paralysis Immunity, Target's turn-order-determining stat may not be unwillingly changed by sources below Level 40, Target's actions may not be unwillingly controlled by sources below Level 20, Caster must be Level 39 or higher, lasts 5 rounds, does not stack
From Your Dreams, With Sparkles, I ARRIVE!- (Spell, Leadership, Magic & Psychic & Tacky, 30,000 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 50 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 50 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
3 Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater
Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
Hanged Man Arcana- (Spell, Arcanist Magic, Physical & Air, 120,000 MP, 120,000,000 Gold) Target, if below Level 60, may not act next round as a debuff, Said effect may only prevent one round's worth of actions per individual per thread, Caster must be Level 40 or greater
40 Healing Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 120,000 Gold) +120 Magical Attack, Heals
Highly Unstable Concoction- (Spell, Alchemy, Energy & Acid, 7,000 MP, 7,000,000 Gold) +7,000 Ranged Attack, 70% inflicts a random positive or negative moderate status effect, 50% may Heal
Holy Wrath- (Spell, Divine Magic, Light & Destruction, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack, 60% inflicts Awestruck, 1 hit against 600,000, deals 3/4 Damage, Caster must have a patron deity
Improved Childform Elixir- (Spell, Alchemy, Light & Magic, 200 MP, 12,400,000 Gold) +600 AGI, +600 SPI, Cures Fatigued: Elderly, Target gains Fatigued: Elderly Immunity, does not stack
Lesser Divine Sunburst- (Spell, Divine Magic, Light & Fire, 800,000 MP, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Burning, 100% may inflict Awestruck, 1 hit against 2,000,000, Caster must be Level 40 or greater
Liquid Nitrogen Toss- (Spell, Alchemy, Ice, 500 MP, 47,000 Gold) +45 Ranged Attack, 30% inflicts Frozen
Love Potion- (Spell, Alchemy, Light & Fire, 5,000 MP, 5,000,000 Gold) 80% inflicts Charm: Lovestruck
Loveproof Vaccine- (Spell, Alchemy, Light & Darkness & Ice, 5,000 MP, 5,000,000 Gold) Target gains Immunity to Charm from sources below Level 60, Caster must be Level 20 or greater
Lust Potion- (Spell, Alchemy, Darkness & Fire, 5,000 MP, 5,000,000 Gold) 80% inflicts Charm: Lust
Produce Bottled Moondouble- (Spell, Alchemy, Light & Magic, 20,000 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
33 Restorative Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 145,000 Gold) +90 Magical Attack, Heals, 30% cures any one minor status effect
Restorative Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 145,000 Gold) +90 Magical Attack, Heals, 30% cures any one minor status effect
w/ Rainbow Element-Shifted: Energy- This item's element becomes solely Energy, Quest Enchantment
Laser Blast- (Spell, Hypertech, Technology, 5 MP, 700 Gold) +7 Magical Attack
Lord Higgson's Inescapable Portrait- (Spell, Chaos Magic, Nobility & Fate, 1,800,000 MP, 180,000,000 Gold) Target offensively obtains a non-stacking buff that cannot be removed or voluntarily discarded by sources below Level 80 that forcibly occupies one of its possessor's buff slots that destroys one other buff possessed by its possessor with a source below Level 80 at the start of each round, Caster must be Level 40 or greater
50 Lunar Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 450,000 Gold) +450 Magical Attack, Heals, 15% inflicts any one minor positive status effect
Lunar Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 450,000 Gold) +450 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
Lunatic-Void Mamba- (Spell, Dance, Darkness & Chaos & Void & Spatial, 600,000 MP, 210,000,000 Gold) 60% inflicts Insanity, Inflicts Insanity on targets below Level 60 that are not Darkspawn or Abstracts, 1 hit against 50,000, Caster must have the ability 'Adept Dancer' to cast this spell, Caster must be Level 60 or greater
Mad Chemical Mixing (Lunatic Genius Variant)- (Spell, Alchemy, Chaos, 0 MP, 220,000,000 Gold) Caster casts a random Alchemy spell that caster has equipped that caster could have cast instead of this spell, with said spell having a 50% chance of being cast at half MP cost and a 50% chance of being cast at no MP cost, Caster must have 20 or more different Alchemy spells that caster could have cast instead of this spell to cast this spell
Manifest Chronogeomantic Zone of Dawn- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dawn that also counts as a Chronogeomantic Zone of Late Night and a Chronogeomantic Zone of Morning, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Mass Produce Confusion Potions- (Spell, Alchemy, Magic, 2,000 MP, 200,000 Gold) Caster creates 200 Confusion Potion for 200,000 Gold and 20,000 XP
Mech-Anointing Oil: Starflow Orange- (Spell, Alchemy, Astral & Nobility & Metal, 170,000 MP, 170,000,000 Gold) Target Mech, Robot, Clockwork, or Machine obtains +35,000 to all stats, Fatigued Immunity, Fatigued: Elderly Immunity, 50% Astral Resistance, 50% Rust Resistance, and 50% Time Resistance as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
Miracle Cure (2)- (Spell, Alchemy, Light & Magic & Technology, 800,000 MP, 80,000,000 Gold) 30% Cures Plague from a source below Level 90
22 Modern Lightshow of Thyme and Time- (Spell, Chaos Magic, Light & Atomic, 5,000 MP, 60,000,000 Gold) Applies a buff to caster that prevents actions from being delayed by individuals below Level 60 who are in the same battlespace as caster, This spell counts as possessing the subtype Culinary Arts
Moonbomb Vial- (Spell, Alchemy, Light & Magic, 20,000 MP, 20,000,000 Gold) +20,000 Magical Attack, 30% inflicts Charm: Impressed, May gain 1 hit against 5 and deal 1/2 Damage
6 Mother's Milk- (Spell, Alchemy, Life, 100,000 MP, 85,000,000 Gold) +81,000 Magical Attack, Heals, +8,000 to all stats, stacks 2 times, only affects caster's summons
1 Noose Juice- (Spell, Alchemy, Darkness, 40,000 MP, 40,000,000 Gold) 30% inflicts Instant Death, 100% inflicts Suffocation, Caster must be Level 40 or greater
Parallel Mageblast: Mystic Disruption- (Spell, Technomancy, Magic & Technology & Chaos, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, 1 hit against 50, Caster must be Level 20 or greater
Plastic Surgeon's Formula- (Spell, Alchemy, Technology, 500 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
Potent Lunar Concoction- (Spell, Alchemy, Light & Magic, 6,000 MP, 6,000,000 Gold) +6,000 Magical Attack, Heals, 50% inflicts any one minor positive status effect
Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 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
15 Ray of Ancient Light- (Spell, Divine Magic, Light, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack
Reality Strider's Dance- (Spell, Other: Spatial Magic, Spatial, 60,000 MP, 60,000,000 Gold) Target acquires a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
Red Manacascade Blastmixture- (Spell, Alchemy, Fire, 45,000 XP, 4,500,000 Gold) +4,500 Magical Attack, Caster creates a Zone of Fire and attaches a non-stacking effect to it that places a non-stacking debuff on the next 5 entities below Level 60 that are summoned in it that gives its possessor the element Fire
Resurgent Lunar All-Curative- (Spell, Alchemy, Light & Magic, 6,000,000 MP, 60,000,000 Gold) +60,000 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
2 Solar Alchemical Bomb- (Spell, Alchemy, Light & Fire, 190,000 MP, 190,000,000 Gold) +190,000 Magical Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's allies are cured of all debuffs from sources below Level 60, 1 hit against 300,000,000, Caster must be Level 40 or greater
Spacetrain Assault- (Spell, Astral Magic, Astral, 7,500 MP, 7,500,000 Gold) +7,500 Ranged Attack, 80% inflicts Fatigued: Stun, May gain 1 hit against 15 and deal 1/2 Damage
Spatial Jaunt- (Spell, Other: Spatial Magic, Spatial, 2,000 MP, 2,000,000 Gold) Caster enters another existing battlespace so long as no entity of Level 60 or greater or that is 5 or more Levels greater than caster that is in either the battlespace caster is entering or the battlespace caster is leaving objects
Sticky Sap- (Spell, Alchemy, Earth, 200 MP, 20,000 Gold) 30% inflicts Paralyzed
Strike a Distractingly Sexy Pose!- (Spell, Dance, Air & Fire, 500 MP, 500,000 Gold) 25% inflicts Charm, Targets below Level 30 have a 20% chance of skipping their next action as a non-stacking effect, with things that would occur before and after said action still occurring
230 Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater
Terrain Spell of the Mountains: Arise Oh Golden Bastion- (Spell, Geomancy, Earth & Glory, 5,000,000 MP, 250,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor and its possessor's allies to gain +125,000 Defense and +125,000 Magical Attack and to count as possessing an additional Large Structure ally, The terrain or phantom terrain must be Mountains to cast this spell, Caster must be Level 55 or greater and must possess the ability 'Adept Geomancy Attunement'
173 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
Transformative Alchemic Mutagen: Beasts- (Spell, Alchemy, Acid & Earth, 20,000 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, 20,000 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, 20,000 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
47 Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
46 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'
True Lunar Elixir- (Spell, Alchemy, Moon, 180,000 MP, 180,000,000 Gold) Inflicts three minor or moderate negative or positive status effects on up to 5 chosen targets, or caster obtains +18,000 MIN as a non-stacking buff, Caster must be Level 40 or greater
Wash Yourself, CLOWN!- (Spell, Leadership, Water, 60,000 MP, 6,000,000 Gold) Removes up to 3 buffs or debuffs from sources below Level 60 from target individual who is either in Clown Mode or has Clown in its name
Water of Truth- (Spell, Alchemy, Water & Truth, 60,000 MP, 60,000,000 Gold) Caster may scan a target's stats, destroy an Illusion Magic spell worth under 60,000,000 Gold, remove an Illusion Magic or Illusion element buff or debuff from a target that comes from a source below Level 60, destroy a Zone of Illusion created by a source below Level 60, or announce the text of a chosen item that is not worth X Gold or over 400,000,000 Gold
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
Alchemy Regents- (Pet, Human, Magic & Acid, Lv.5, 500,000 Gold)
HP- 7,000
MP- 7,000
STR- 240
AGI- 240
CON- 250
MIN- 350
SPI- 300
XP- 0
Xp Needed- 20,000 (Standard Multiplier x2)
Minimum Level- 5
Defense- 400, +1,000 Against Acid
Defense against Stat Damage- 0
Critical Chance- 4%
Resilience- 5%
To Hit- 107%
Dodge- 4%
Resistances and Immunities- 30% Acid Resistance, Poison Immunity, 60% Paralysis Resistance
Prime Attribute- Mind
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 40 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 10) each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, Unit Effect
Standing in for the King of Alchemy- Possessor counts as possessing 5 Alchemist abilities, Constant Effect
Abilities-
Fling Chemicals- 1,200 Damage, 15% inflicts Dissolving, Acid, 0 MP
Suggest Ideas- Target gains +100 MIN, cannot target caster, stacks 5 times, Air, 300 MP
Confer- Caster gains +150 MIN, stacks 5 times, lasts 15 rounds, Air, 300 MP
Disco Space Face- (Transformation, Vessel, Astral & Tacky & Electrical, 133,000,000 Gold)
Level 56
HP- 2,200,000
MP- 2,150,000
STR- 14,141
AGI- 20,010
CON- 14,703
MIN- 13,056
SPI- 14,000
XP- 0
XP Needed- 6,820,000 (Standard Multiplier x1)
Minimum Level- 56
Defense- 15,051
Defense against Stat Damage- 1,504
Critical Chance- 58%
Resilience- 60%
To Hit- 154%
Dodge- 56%
Resistances and Immunities- 80% Light Resistance, 80% Energy Resistance, 80% Electrical Resistance, 80% Sonic Resistance, 50% Air Resistance, 50% Darkness Resistance, Immune to Voidstruck, Suffocation, Electrocuted, Overload, Pain, Confusion (except System Overload), Impaired, Poison, and Diseased (except Computer Virus), 112% Minor Status Effect Resistance, 56% Moderate Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Weird Space-Ship- Possessor gains the subtype Machine, Constant Effect
Disco Lighting- Possessor's presence counts as the presence of a Zone of Light & Tacky, Constant Effect
Reflective Paneling- Possessor has a 25% chance of reflecting Energy, Technology, Light, or Electrical element actions from sources below Level 80, Constant Effect
Bizarrely Ominous- Possessor's opponents have a 111% chance of being afflicted with Confusion and Confusion: Fear at the start of each round, Constant Effect
Passenger Capacity (50,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Abilities-
Disco Destruction Mouth-Blast- 36,000 Damage, 100% inflicts Overload or Electrocuted or Antimatter or Voidstruck: Astral Echoes or Suffocation: Sonic Assault, 1 hit against 50, Energy or Electrical or Technology or Astral or Sonic, 0 MP
Loud Fabric Breath- 34,000 Damage, 200% inflicts Impaired: Deaf, 50% inflicts Impaired: No Sense of Taste, 1 hit against 500,000, Tacky & Sonic & Physical, 100,000 MP
Sing that Funky Cosmic Song- Caster's allies obtain +2,443 to all stats and are afflicted with Augmented: Synchronized, Stat Boost: SPI Boost, and Invigorated, stacks 2 times, Eletrical & Astral & Sonic, 200,000 MP
Far Out Travel- Caster enters another chosen existing battlspace at the start of the next round so long as no individual of Level 60 or greater in the battlespace being entered or the battlespace being departed objects, Astral or Electrical or Acid, 120,000 MP
Space-Head-Slam- 32,001 Damage, 120% inflicts Fatigued: Stun, 1 hit against 50,000, 120,000 HP
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
Eastland Walrus-Dragon- (Pet, Aquatic, Physical, Lv. 54, 57,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 10
Defense- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 99% Ice Resistance, 90% Water Resistance, Drowning Immunity, 216% Minor Status Effect Resistance, 108% Moderate Status Effect Resistance, 1% Major Status Effect Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Walrus-Dragon- Possessor gains the subtype Dragon, Constant Effect
Large- Possessor may choose to count as 10 individuals in the front row while in the front row, Possessor gains +# HP, Constant Effect
Lotsa Blubber- Possessor gains 50% Physical Resistance, +# HP, +# CON, +# Defense, and +# Defense against Ice, Constant Effect
Abilities-
Bite- # Damage, May deal HP Drain, Physical, 0 MP
Gore- # Damage, 200% inflicts Wounded, Physical or Physical & Ice, 0 MP
Dive- Caster gains +#% Dodge against non-Water-element entities that are not Aquatics, lasts 3 rounds, does not stack, Water, 0 MP
White Breath- # Damage, 300% inflicts Frozen, 1 hit against 300, Ice, 100,000 MP
Massive Bodyslam- # Damage, 300% inflicts Fatigued: Stun, 1 hit against 500, Physical or Physical & Water, # MP
Glacier-Chunk Breath-Attack- # Damage, 200% inflicts Frozen, 120% inflicts Frozen: Cubed, 1 hit against 70,000, Ice or Physical & Ice or Air & Ice or Physical & Air & Ice, # MP
Draconic Magics- # Damage, 300% inflicts Manablasted and 400% inflicts up to 1 selected minor status effect, 1 hit against 5, Magic, # MP
Mass Dispell- Removes up to 20 selected buffs, debuffs, or summons (as an unsummoning effect), Cannot effect targets that are over Level 80 or effects that come from sources above Level 80, Magic, # 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
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
Roboraptor (Hidden Guns Variant)- (Pet, Robot, Technology, Lv.15, 700,000 Gold)
HP- 90,000
MP- 70,000
STR- 1,350
AGI- 1,900
CON- 1,700
MIN- 1,700
SPI- 1,500
XP- 500,000
XP Needed- 50,000 (Standard Multiplier x1)
Minimum Level- 15
Defense- 1,700
Defense against Stat Damage- 90
Critical Chance- 21%
Resilience- 16%
To Hit- 120%
Dodge- 22%
Resistances and Immunities- 50% Physical Resistance, 100% Electrical Weakness, Immune to Pain, Confusion (except System Overload), Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Strength or Agility
Constant Effects-
Deadliness- Possessor gains +1,000 STR, +1,000 AGI, and +25% Critical, Constant Effect
Abilities-
Bite- 4,500 Damage, Physical, 0 MP
Leap Attack- 5,000 Damage, 50% deals full damage to targets below Level 35 in the back row, Air & Physical, 2,000 MP
Surprise Shoulder-Mounted Machine Guns- 6,000 Damage, This ability deals 9,000 additional Damage the first time it is used per thread, Technology, 3,000 MP
12 Sexy Siren Battle-Nurse- (Pet, Humanoid, Air, Lv.30, 21,000,000 Gold)
HP- 380,000
MP- 400,000
STR- 4,400
AGI- 4,410
CON- 4,350
MIN- 4,500
SPI- 4,500
XP- 0
XP Needed- 370,000 (Standard Multiplier x1)
Minimum Level- 30
Defense- 4,000
Defense Against Stat Damage- 1,000
Critical Chance- 31%
Resilience- 28%
To Hit- 133%
Dodge- 35%
Resistances and Immunities- 60% Air Resistance, 50% Earth Resistance, 50% Water Resistance, 70% Minor Status Effect Resistance, 20% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Agile- Possessor gains +25% Dodge, Constant Effect
Sexy- Possessor's chances of inflicting Charm are increased by 10%, Constant Effect
Charm Master- Possessor does not suffer negative effects from Charm status effects, Constant Effect
Abilities-
Vicious Bite- 12,000 Damage, deals HP Drain, 50% inflicts Wounded, Physical, 0 MP
Claw- 13,500 Damage, deals 2/3 Damage, 2 hits against 1, Physical, 0 MP
Drown- 10,000 Damage, 100% inflicts Drowning, Water, 0 MP
Heal- 35,000 Damage, Heals HP, Cures any two minor or one moderate negative status effects, Light, 0 MP
Refresh- 50,000 Damage, Heals, Cures Fatigued, Light, 0 MP
Advanced Treatment- 90,000 Damage, Heals, Cures all minor and moderate negative status effects from sources below Level 40 and all debuffs from sources below Level 40, Light & Technology, 80,000 MP
Siren Song- 130% Inflicts Charm, Charm: Infatuated, Charm: Lovestruck, Charm: Lust, and Charm: Wanderlust, 1 hit against 50, Air & Sonic, 1,000 MP
Siren Scream- 3,000 Damage, 100% inflicts Suffocation: Sonic Whiplash, 1 hit against 30, Sonic, 15,000 MP
S.S. Disco Booty- (Pet, Machine, Fire, Lv.25, 60,000,000 Gold)
HP- 505,505
MP- 515,252
STR- 5,555
AGI- 9,999
CON- 7,777
MIN- 8,888
SPI- 6,666
XP- 0
XP Needed- 660,000 (Standard Multiplier x3)
Minimum Level- 25
Defense- 5,555
Defense against Stat Damage- 555
Critical Chance- 35%
Resilience- 35%
To Hit- 135%
Dodge- 45%
Resistances and Immunities- 50% Psychic Resistance, 50% Light Resistance, 50% Fire Resistance, 50% Darkness Resistance, 50% Ice Weakness, Confusion (except System Overload), Impaired, Poison, Hexed, Charm, and Diseased (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Spaceship Full of Pirates- Possessor gains the subtype Vessel, the subtype Astral Being, and the subtype Human, Constant Effect
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 200 rounded up HP), This unit gains 1 additional action each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 1,000 thresholds, Unit Effect
On a Quest for Booty!- Possessor's controller gains 50,000 additional Gold at the end of every battle thread or random quest that possessor's controller gained Gold during, Constant Effect
On a Quest for 'Booty'!- Possessor has a 50% chance of inflicting Charm on one chosen target at the start of each round, Constant Effect
Disco Distractiveness- Possessor's opponents have a 60% chance of being afflicted with Confusion at the end of each of their actions, Constant Effect
Flamboyant Disco Pirates- Individuals possessor targets with an offensive action have a 60% chance of being afflicted with Confusion, Constant Effect
Now It's Back From Outer Space- Possessor gains +8,000 to all stats if the terrain or phantom terrain that possessor was in was at one point Space but possessor is no longer in terrain or phantom terrain that is Space, Constant Effect
So Long as They Have Love to Give They Will Survive- Possessor has a 25% chance of resurrecting upon death, provided that possessor was not killed by a source above Level 60, if possessor is afflicted with Charm or if any individual is afflicted with Charm with possessor as a source, Constant Effect
Was Formerly Petrified- Possessor counts as having being previously afflicted with Petrified, Possessor gains 50% Petrified Resistance against sources below Level 60, Constant Effect
It's Not Unique...- Individuals who scan possessor's stats have a 75% of being afflicted with Confusion: Fear: Disconcerted, Constant Effect
Abilities-
Flashing Pirate Laser Cutlasses- 15,000 Damage, 50% may inflict Wounded, 50% may inflict Impaired: Blind, Energy, 1 MP
Pirate Rush- 20,000 Damage, 1 hit against 5, deals 1/2 Damage, Physical or Technology, 5,000 MP
Disco Color Barrage- 20,000 Damage, 100% inflicts Confusion, 50% inflicts Impaired: Blind, Technology & Light or Magic & Technology, 25,000 MP
Romantic Pirate Disco Song- 800 MIN Damage, 800 SPI Damage, May deal stat healing, May inflict Confusion, May inflict Charm, May gain 1 hit against 5 and deal 1/5 Damage, Air & Fire & Light, 20,000 MP
You're Not Welcome Any More!- Caster selects a summon and targets it, Caster obtains a buff that prevents individuals in the same battle that are of equal Level to or lower Level than caster (to a max of Level 60) from summoning individuals with the same name as target, stacks 20 times, Magic & Air, 40,000 MP
Transformations-
None
Permanent Consumables-
Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
2 Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
Book of Weaponry- (Permanent Consumable, Grimoire, Physical & Fire, 1 Charge, 10,000,000 Gold) Teaches user "Knowledge of Weapons"
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
20 Manual of A Thousand Arts- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks and the award ‘Has used X Manual of A Thousand Arts’, cannot be used if X would become greater than 10
44 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
12 Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater
Re-Fleece Massage Oil: Deepdiamond Musk- (Permanent Consumable, Empowered Item, Earth & Crystal (2), 300,000,000 Gold) Target willing Animal pet acquires the Chimeric Husbandry Enhancement 'Sheerable Deepdiamond Fleece'
Seventh Istoulacchryan Tome- (Permanent Consumable, Empowered Item, Light & Darkness & Physical & Mystic, 1 Charge, 120,000,000 Gold) Target willing Animal or Aerial pet acquires the Chimeric Husbandry Enhancement 'Vestigial Wings Which Scatter Light-Nailing Feathers Everywhere'
Vital Milk (Emerald)- (Permanent Consumable, Empowered Item, Earth, X Gold) Target willing PC gains the ability ‘Has Partaken of the Emerald Vital Milk'
Vital Milk (Jet)- (Permanent Consumable, Empowered Item, Darkness, X Gold) Target willing PC gains the ability ‘Has Partaken of the Jet Vital Milk'
2 Vital Milk (Ruby)- (Permanent Consumable, Empowered Item, Fire, X Gold) Target willing PC gains the ability ‘Has Partaken of the Ruby Vital Milk’
Vital Milk (Sapphire)- (Permanent Consumable, Empowered Item, Water, X Gold) Target willing PC gains the ability ‘Has Partaken of the Sapphire Vital Milk'
2 Vital Milk (Pearl)- (Permanent Consumable, Empowered Item, Light, X Gold) Target willing PC gains the ability ‘Has Partaken of the Pearl Vital Milk'
Artifacts-
Vessel of the Vital Milks (Level 79, 0 XP, # XP Required, Standard Multiplier x16 (Raised to x320 to bypass Level 80 cap))
*Vessel of the Vital Milks- (Permanent Consumable Aspect: Vessel of the Vital Milks, Vessel of Power, Fire & Earth & Water & Light & Darkness, X Gold) Target willing pet acquires one of the Chimeric Husbandry Enhancements 'Lactates the Ruby Vital Milk', 'Lactates the Sapphire Vital Milk', 'Lactates the Emerald Vital Milk', 'Lactates the Peral Vital Milk', or 'Lactates the Jet Vital Milk'; This item may be used once every month and does not disappear when used.
*Chalice of the Immaculate Herd- (Accessory Aspect: Vessel of the Vital Milks, Container, Glory & Fire & Earth & Water & Light & Darkness, X Gold) Wielder's pets gain +250 to all stats for each Permanent Item Effect ability wielder possesses
Lactates the Ruby Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Ruby)', Chimeric Husbandry
Vital Milk (Ruby)- (Permanent Consumable, Empowered Item, Fire, X Gold) Target willing PC gains the ability ‘Has Partaken of the Ruby Vital Milk’
Has Partaken of the Ruby Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base STR
Lactates the Sapphire Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Sapphire)', Chimeric Husbandry
Vital Milk (Sapphire)- (Permanent Consumable, Empowered Item, Water, X Gold) Target willing PC gains the ability ‘Has Partaken of the Sapphire Vital Milk'
Has Partaken of the Sapphire Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base AGI
Lactates the Emerald Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Emerald)', Chimeric Husbandry
Vital Milk (Emerald)- (Permanent Consumable, Empowered Item, Earth, X Gold) Target willing PC gains the ability ‘Has Partaken of the Emerald Vital Milk'
Has Partaken of the Emerald Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base CON
Lactates the Jet Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Jet)', Chimeric Husbandry
Vital Milk (Jet)- (Permanent Consumable, Empowered Item, Darkness, X Gold) Target willing PC gains the ability ‘Has Partaken of the Jet Vital Milk'
Has Partaken of the Jet Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base MIN
Lactates the Pearl Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Pearl)', Chimeric Husbandry
Vital Milk (Pearl)- (Permanent Consumable, Empowered Item, Light, X Gold) Target willing PC gains the ability ‘Has Partaken of the Pearl Vital Milk'
Has Partaken of the Pearl Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base SPI
Secret Formulae-
Secret Formula- Assault Teapot
Requires:
None
Consumes:
1 Tea Kettle
5 Elemental Air Blast
Produces:
Assault Teapot- (Weapon, Other: Teapot, Air & Water & Fire, 5,000,000 Gold) +5,000 Ranged Attack, 30% may inflict Burning, Drink consumables wielder uses deal 50,000 additional Damage
Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times
Secret Formula- BOOST! Cherry
Requires:
None
Consumes:
50 Cherry
1 Energy Mana Oil
1 Tall Metal Can
Produces:
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
Secret Formula- Brain Glue
Requires:
Mental Bowl
Level 20
'Doctor' OR 'Architect'
Consumes:
60 Glue
1 Treat Debuff
1 Biowarp
Produces:
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
Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated
Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated
Secret Formula- Cuppa Joe
Requires:
1 Coffee Pot
1 Black Fine-Point Marker
Consumes:
1 Coffee Beans
1 Styrofoam Cup
1 Coffee Filter
1 Name Tag
Produces:
Cuppa Joe- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 5,000 Gold) +5 to all stats, 20% Inflicts Invigorated, target may choose to obtain a buff that causes target's name to change to 'Joe', lasts 25 rounds, stacks 3 times
Secret Formula- Dad's Weird Coffee That Has A Tie On The Mug
Requires:
None
Consumes:
1 Coffee
1 Necktie
Produces:
Dad's Weird Coffee That Has A Tie On The Mug- (Consumable, Drink, Technology & Water, 1 Charge, 900 Gold) +2 to all stats, 30% inflicts Elevated, 20% Inflicts Invigorated
Secret Formula- Demon's Scythe of Fire and Ice
Requires:
None
Consumes:
60 Coffee Beans
1 Demon's Ice Sickle
1 Demon’s Flaming Sickle
Produces:
Demon's Scythe of Fire and Ice- (Weaponx2, Scythe, Fire & Ice & Darkness, 1,900,000 Gold) +3,600 Melee Attack, +3,600 STR, +3,600 AGI, +3,600 SPI, Wielder's per-item Melee Attack bonus is doubled for this item if wielder is a Demon, 30% inflicts Burning, 30% inflicts Frozen, 30% inflicts Voidstruck, 30% inflicts Wounded, 45% Critical
Secret Formula- Dragon Master Roast
Requires:
1 Dragontech Coffee Pot
Consumes:
15 Expensive Coffee Beans
5 Force of Fire (2)
2 Ash Dragon's Gem
2 Core Dragon's Gem
1 Grid Dragon's Gem
50 Fire Mana Oil
Level 20
Produces:
Dragon Master Roast- (Consumable, Drink, Fire, 1 Charge, 15,000,000 Gold) +1,500 to all stats as a non-stacking bonus, Inflicts Invigorated, Inflicts Stat Boost: SPI Boost or Stat Boost: CON Boost, target is automatically cured of Frozen at the start of every round, lasts 500 rounds, This item's name counts as including 'Coffee'
Secret Formula- Marinated Evergarden Mushrooms
Requires:
None
Consumes:
3 Evergarden Farms Mushrooms
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Secret Formula- Marinated Evergarden Peppers
Requires:
None
Consumes:
2 Evergarden Farms Peppers
1 Evergarden Farms Hot Peppers
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater
Secret Formula- Mystic Figurine: Mirage Diamond Butterfly
Requires:
None
Consumes:
5 Mirage Diamond
Produces:
Mystic Figurine: Mirage Diamond Butterfly- (Consumable, Summoning Stone, Illusion, Unlimited Charges, 36,000,000 Gold) Up to 5 target individualsgains +25% Dodge for 1 round as a non-stacking buff, This action counts as being performed by a Level 60 Insect, This item's user must be Level 40 or greater
Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater
Secret Formula- Shadow City Roast
Requires:
1 Coffee Pot
Consumes:
5 Exotic Coffee Beans
5 Darkness Mana Oil
1 Ectoplasm
1 Sugar Cube
Produces:
Shadow City Roast- (Consumable, Drink, Darkness, 1 Charge, 5,000,000 Gold) +500 MIN, +500 AGI, 25% Darkness Resistance, 30% inflicts Invigorated, Stacks 10 times, this item's name counts as including 'Coffee'
Secret Formula- Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup
Requires:
1 Coffee Pot
1 Thermometer
3 Shot-Measure
Consumes:
1 Coffee Beans
1 Extra-Tall Coffee Cup
1 Coffee Filter
1 Hazelnut Extract
1 Skinny Milk
1 One-Percent Milk
2 Decaf Coffee
1 Whipped Cream
1 Dome Lid
Produces:
Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 6,000 Gold) +6 to all stats, 30% Inflicts Invigorated
Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
Secret Formula- The Roast With The Ghost
Requires:
1 Coffee Pot
Consumes:
5 Expensive Coffee Beans
2 Sphere of Necromantic Energy
20 Ectoplasm
1 Coffee Mug
Level 20
Produces:
The Roast With The Ghost- (Consumable, Drink, Darkness, 1 Charge, 6,000,000 Gold) +600 to all stats as a non-stacking bonus, Inflicts Invigorated, Target obtains a non-stacking buff that allows it to summon a single Ghost from the Enemy List at the start or end of a round, with said buff disappearing when said Ghost is summoned, Max 3 summoned
Secret Formula- Thousand-Stories Tea
Requires:
1 Tea Kettle
Consumes:
10 Empty Teacup
1 Ostracon
10 Web of Stories
10 Exotic Tea Leaves
1 Water
Produces:
Thousand-Stories Tea- (Consumable, Drink, Magic & Earth & Air & Water, 10 Charges, 4,000,000 Gold) +20,000 MP, +2,000 MIN, +1,000 SPI, Target gains 50% Entombed, Mindblasted, and Antimatter Resistance, stacks 5 times
Secret Formula- Ultrastrong Coffee
Requires:
1 Coffee Pot
Consumes:
3 Expensive Coffee Beans
5 Cordial of Increased Potency
1 Empty Mug
Produces:
Ultrastrong Coffee- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 3,000,000 Gold) +1,500 to all stats, 60% Inflicts Invigorated, does not stack
Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'
Secret Formula- Crocodiles In Your Mind
Requires:
Bartender
Level 40
Consumes:
50 Strong Alcohol
20 Imaginary Alcohol
5 Imagination
5 Insanity (2)
50 Crocodile
Produces:
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
Secret Formula- Dome Builder
Requires:
Bartender
Consumes:
2 Hops
1 Wheat
1 Barley
1 Beer Stein
2 Alcohol
1 Frothy Fluid
Produces:
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
Secret Formula- Icy Crawfish
Requires:
Bartender
Consumes:
500 Ice
15 Ice Mana Oil
1 Water Mana Oil
1 Crawfish Claw
Produces:
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer
Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells
Secret Formula- Walrus Nog
Requires:
Level 20
Consumes:
20 Strong Alcohol
1 Eggs
1 Milk
1 Diluted Chaos Mana Oil
1 Empty Glass
50,000 XP
Produces:
Walrus Nog- (Consumable, Drink, Chaos, 1 Charge, 5,000,000 Gold) 80% inflicts Poison: Drunk, Target, if willing or below Level 60, becomes Chaos element
Secret Formula- Yesterday, Today, And Tomorrow
Requires:
Bartender
Level 40
Consumes:
5 Strong Alcohol
5 Time
1 Empty Glass
Produces:
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect
Secret Formula- War Without Porpoise
Requires:
Bartender
Level 20
Consumes:
500 Assorted Animals
1 Shrink Ray
50 Weapon Pile
5 Strong Alcohol
1 Empty Glass
1 Tangibly Distinct Lack of Porposises
Produces:
War Without Porpoise- (Consumable, Drink, Earth & Air & Water & Technology & Fire, 1 Charge, 15,000,000 Gold) 100% inflicts Poison: Drunk on non-Abstracts, Cures Poison: Drunk on Abstracts, +1,500 to all stats of Abstracts as a non-stacking buff
Secret Formula- Intense Watermelon
Requires:
Bartender
Level 20
Consumes:
50 Strong Alcohol
50 Watermelon
1 Large Glass
Produces:
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
Tasks-
'Seventh Holy Imperial Challenge of Worth: Test of Echoes'
Requirements: Defeat at least 10 different Phantom Challenges
(9 of 10 beaten- still required: Doppelganger fight)
Awards-
Has Used 10 Manual Of A Thousand Arts
Has used 12 Grandmaster's Text
Arrived to Kill the Liquor Dragon After it was Already Defeated
Took the Sombrero Overmind's Side and Ensured He Got Some Nice Cars
Won 'Evil Robot Mariachis Stole My Car Keys' on The Sombrero Overmind's Side
Stung to Death by Bee-Bears
Has Beaten 35 Bosses in Boss Rush Mode
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twelfth Holy Imperial Challenge of Worth: Test of Choices
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "The Broken-Winged Dragon" Event Match
Learned the Dragon Master Roast Formula From Carl
Learned the The Roast With The Ghost Formula From Vivian
Learned the Cuppa Joe Formula From Carl
Learned the Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup Formula from Carl
Learned the Brain Glue Formula from Doctor Toad
Learned the Ultrastrong Coffee Formula from Carl
Learned the Shadow City Roast Formula from Vivian
Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Dad's Weird Coffee That Has A Tie On The Mug Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Demon's Scythe of Fire and Ice Formula from Forgemaster Themannon
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Thousand-Stories Tea Formula from Larry
Learned the Assault Teapot Formula from Larry
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Mirage Diamond Butterfly Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the BOOST! Cherry Formula from Carl
Has Completed 20 Frequent Formula Tasks
Went Caroling on Walrusfest
Knows the Location of the Homes of an Inordinate Number of Abstracts on the Top Three Discs of Nexus
Bought a Commemorative Shotglass at Walrusfest
Won a Trivia Contest
Competed In the Blood Mirage Tournament (Under 20 Bracket)
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Defeated The Legendary Hare in a Special Arena Match
Obtained an Item from Ingerhekt, God of Items
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"
This Character Should Have 85 Base Stat Points
Has Unlocked the Alternate Warehouse Category "Can't Stop The Rock"
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Sponsored Dracubeer II: A Movie With Multiple Names
Helped Celiria Defeat Nega-Celiria in an Arena Match
Has Saved Stopped the Menhir of Ooze for the Society of Magical Inquiry
250 Society of Magical Inquiry Reputation Points
Has Saved Imbelsberg from the Bluewar Ministry
Has Saved the Sea of Lindric Grass from the Bluewar Ministry
Saved a Bank From the Traps of Hank S. Mayor in the "The Deadly Bank"
Helped An Old Man Who Lived On The Cola Sea
Fell Through Spaaaaaaaace
Trained Under Shannon and Carl in Bartending at the Holy Festival
Fought an Immortal, Afro-Bearing Samurai of Funk On Noix
Has Defeated Three Level 44 Bosses in the Alternative Boss Rush Mode
Beat The Limited Event Match 'Disco Horse Dance Battle'
Played an Epic Sax Solo
Entertained Bottlecap
Often Recognised Around Noix Because Of A Moon Carved In The Likeness Of His Face
Set Off A Transuniversal Funk-Cascade <Which may be limited to Noix>
Has Completed The First Holy Imperial Challenge of Power: Test of Wealth
Has Completed The Second Holy Imperial Challenge of Power: Test of Talent
Has Completed The Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed The Fourth Holy Imperial Challenge of Power: Test of Hours
Has Completed The Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed The Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed The Seventh Holy Imperial Challenge of Power: Test of Essence
Has Completed the Eighth Holy Imperial Challenge of Power: Test of Leadership
Has Completed The Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune
Has Completed The Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed The Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed The Twelfth Holy Imperial Challenge of Power: Test of Options
Has Won the "Evergarden Defense Test" Event Match
Has Won the "Surprise in the Gift Shop" Event Match
Vied for the Mask of Broken Chain (Mod-Run World Award)
Defeated Twitch the Spriggan Blade-dancer in the Halls of the Fallen on Noix
Attended The Midnight Carnival (And Walked Away With Mysterious Prizes!) (Mod-Run World Award)
Participated in a Chaotic Arena-Member-Run Interview Session
Participated in Walrusfest Caroling After that Santa-Massacre Incident to Build Cheer Back Up
Cleverly Bested the Brazier of Supreme Opposition
Got an Untemplated Element Core
Created the Element Azoth
Templated an Element Core
Contains Azoth Mana
Assisted in Creating the Element Will
Cured Gashmarr's Crippling Cow-Petting Addiction Through Therapy
Has Reached Round 41 in an Endurance Match
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
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the 'Seizing the Center' Event Match
Got all the Azoth Abilities
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Sowed Azoth Across Noix
Responsible for the Universal Replacement of Noixian Sigil Magic with Concord Magic
Created the Link Between Azoth and Concord Magic on Noix
Participated in Mr. Walrus's Budget Cookoff
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Assistant to the Regional Sub-Comptroller of Sneaky
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Lunar Trickster
Has Consumed 5 Improved Essence Sphere: Lunar Trickster
Has Consumed 5 Greater Essence Sphere: Lunar Trickster
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Warmaster
Has Consumed 5 Improved Essence Sphere: Warmaster
Has Consumed 5 Greater Essence Sphere: Warmaster
Has Used 5 Attunement Book: Analyst of the Absolute
Has Used 5 Attunement Book: Lunar Trickster
Has Used 5 Attunement Book: Radiant Hierophant
Has Used 5 Attunement Book: Warmaster
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjuror
Has Consumed 5 Greater Essence Sphere: Conjuror
Has Consumed 5 Essence Sphere: Viscous Lord
Has Consumed 5 Improved Essence Sphere: Viscous Lord
Has Consumed 5 Greater Essence Sphere: Viscous Lord
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Elemental Researcher
Has Consumed 5 Superior Essence Sphere: Scholar
Has Consumed 5 Superior Essence Sphere: Summoner
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Elemental Researcher
Has Consumed 5 Improved Essence Sphere: Elemental Researcher
Has Consumed 5 Essence Sphere: Anarchomancer
Has Consumed 5 Improved Essence Sphere: Anarchomancer
Has Consumed 5 Greater Essence Sphere: Anarchomancer
Has Consumed 5 Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Improved Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Greater Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Demonologist
Has Consumed 5 Greater Essence Sphere: Demonologist
Has Consumed 5 Essence Sphere: Walker From Beyond
Has Consumed 5 Improved Essence Sphere: Walker From Beyond
Has Consumed 5 Greater Essence Sphere: Walker From Beyond
Has Consumed 5 Essence Sphere: Xaos Xomptroller
Has Consumed 5 Greater Essence Sphere: Xaos Xomptroller
Has Consumed 5 Improved Essence Sphere: Xaos Xomptroller
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has Consumed 5 Greater Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Greater Essence Sphere: Astromancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 1 Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Greater Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Greater Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Flamingo Disco Legend Man
Has Consumed 2 Improved Essence Sphere: Flamingo Disco Legend Man
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Greater Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Mad Scientist
Has Consumed 5 Improved Essence Sphere: Mad Scientist
Has Consumed 5 Greater Essence Sphere: Mad Scientist
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Mechanist
Has Consumed 5 Improved Essence Sphere: Mechanist
Has Consumed 5 Greater Essence Sphere: Mechanist
Has Consumed 5 Essence Sphere: Mech Jockey
Has Consumed 5 Improved Essence Sphere: Mech Jockey
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Paladin
Has Consumed 5 Improved Essence Sphere: Paladin
Has Consumed 5 Greater Essence Sphere: Paladin
Has Consumed 5 Essence Sphere: Paragon of Resolve
Has Consumed 5 Improved Essence Sphere: Paragon of Resolve
Has Consumed 5 Greater Essence Sphere: Paragon of Resolve
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Progenitor of Species
Has Consumed 5 Improved Essence Sphere: Progenitor of Species
Has Consumed 5 Greater Essence Sphere: Progenitor of Species
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Roboticist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Shadow Blade
Has Consumed 5 Greater Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Soldreidrethanoi
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Superhero
Has Consumed 5 Improved Essence Sphere: Superhero
Has Consumed 5 Greater Essence Sphere: Superhero
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Used 5 Attunement Book: Alchemist
Has Used 5 Attunement Book: Arcane Vizier
Has Used 5 Attunement Book: Artificer
Has Used 5 Attunement Book: Astromancer
Has Used 5 Attunement Book: Bard
Has Used 5 Attunement Book: Blazing Sultan
Has Used 5 Attunement Book: Caliph of Corrosion
Has Used 5 Attunement Book: Channeler
Has Used 5 Attunement Book: Commander
Has Used 5 Attunement Book: Dancer
Has Used 5 Attunement Book: Diviner
Has Used 5 Attunement Book: Ebon Chancellor
Has Uses 2 Attunement Book: Elementalist
Has Used 5 Attunement Book: Enchanter
Has Used 5 Attunement Book: Geomancer
Has Used 5 Attunement Book: Healer
Has Used 5 Attunement Book: Illusionist
Has Used 5 Attunement Book: Mentalist
Has Used 5 Attunement Book: Mind Lord
Has Used 5 Attunement Book: Monk
Has Used 5 Attunement Book: Mountain King
Has Used 5 Attunement Book: Ocean Prince
Has Used 5 Attunement Book: Paladin
Has Used 5 Attunement Book: Priest
Has Used 5 Attunement Book: Ritualist
Has Used 5 Attunement Book: Scientist
Has Used 5 Attunement Book: Snow Queen
Has Used 5 Attunement Book: Summoner
Has Used 5 Attuenement Book: Thief
Has Used 5 Attunement Book: Thunder Czar
Has Used 5 Attunement Book: Transmuter
Has Used 5 Attunement Book: Veilwalker
Has Used 5 Attunement Book: Wanderer
Has Used 5 Attunement Book: Wind Duke
Has Used 5 Attunement Book: Wizard