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Cyaeilia Du Magul (Primary)

Posted: Mon Jun 01, 2020 1:50 am
by Modrageball
Cyäeilia du Magul (Wriggle Nightsparrow)
Level 59 Enigma Man (Main Identity)
Daemon, Mystic
STR 1180 (20)
AGI 1180 (20)
CON 1475 (25)
MIN 2360 (30)
SPI 1475 (25)

SAN 295 (5) (From Inclusion of SAN)
INF 295 (5) (From Inclusion of INF)
RES 295 (5) (From Inclusion of RES)

Gold- 29,999,800
XP- 58,673,450
XP Required- 8,320,000 (Must Complete Scheme<s?>)
Fame- 70
Obscurity- 10
Paradox- 3

Note: Cyaelia (and her identities) get double drops from standard arena matches and Harvesting Matches for the next 3 months, until the 26th of March, 2018.

Will learn: Mandatory Mystics, finishing on December 12, 2024.

Bonus Weeks wrote: 66,
11 Abjurer Bonus Weeks,
3 Arcane Vizier Bonus Weeks,
10 Archmage of the Ancients Bonus Weeks,
30 Archsmith of Metal Weeks
1 Architect Bonus Week
150 Artificer Bonus Weeks
30 Auramancer Bonus Weeks
3 Bard Bonus Weeks
80 Beastmaster Bonus Weeks
6 Botanist Bonus Week
1 Captain Bonus Week
45 Channeler Bonus Weeks
1 Conjurer Bonus Week
1 Crusher Bonus Week
10 Dancer Bonus Weeks,
8 Deathless One Bonus Weeks
19 Diabolist Bonus Weeks
5 Diplomat Bonus Weeks
55 Dragon Lord Bonus Weeks
23 Esoteric Wiseman Bonus Weeks
1 Eternal Champion Bonus Week
1 Evermason Bonus Week
4 Guardian Bonus Weeks
6 Illusionist Bonus Weeks
13 Ioun Master Bonus Weeks
2 Kensei Bonus Weeks
1 Keeper of the Depths Bonus Week
30 Lord of Trees Weeks
1 Lord of War bonus week
11 Magewright Bonus Week
16 Matrix Keeper Bonus Weeks
30 Mentalist Bonus Weeks
1 Metamorph Bonus Week
13 Mind Lord Bonus Weeks
1 Musician Bonus Week
16 Necromancer Bonus Weeks
14 Ritualist Bonus Weeks
53 Scholar Bonus Weeks
1 Sage Bonus Week
9 Sage Bonus Weeks
143 Shadow Blade Bonus Weeks
28 Siegemaster Bonus Weeks
1 Slayer Bonus Week
10 Spatial Mage Bonus Weeks
6 Subspace Architect Bonus Weeks
1 Spy Bonus Week
1 Summoner Bonus Week
1 Temporal Primarch Bonus Week
16 Thief Bonus Weeks
19 Veilwalker Bonus Weeks
1 Vermin Lord Bonus Week
57 Warlord Bonus Weeks that can't be converted or traded or sold
4 Warrior Bonus Weeks
1 Weirdworker Bonus Week
5 Wizard Bonus Weeks




Scheme(s): Begins the Scheme "Celebrations and their Hidden Meanings".


Abilities wrote:Attack
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Craft- (Active Ability, Attack) User uses a secret formula
Grand Spell- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus. A spell that either provides a Magical Attack bonus or no attack bonus at all must be used in conjunction with this attack. This attack either hits all foes or all allies (including caster). This action multiplies the MP cost of any spell cast as part of it by the number of targets that it will target, with this multiplication of MP cost occurring before before any such cost is reduced by any effect that would reduce spell MP cost or casting cost. This action, following any other modifications of its MP cost of each spell involved in it, doubles the remaining MP cost of each such spell. This action reduces caster's max MP by 1% for the remainder of the thread.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped

Abjurer
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast


Arcane Vizier
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
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
Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
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
Greater Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 25,000 points
Improved Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic 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 Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic
Improved Defenses that Utilize Magic- (Passive Ability, Arcane Vizier) Possessor gains +2,000 Defense if possessor has any Magic-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +250 to all stats
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
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



Archmage of the Ancients
Ancient and Greater Spellcasting Art- (Passive Ability, OTher: Archmage of the Ancients) Spells cast by possessor have their Magical Attack bonuses increased by 250 points and actions involving them cannot be countered by individuals below Level 40
Ancient Magic Casting I- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 200 less MP to cast
Ancient Magic Casting II- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 2000 less MP to cast
Ancient's Mystic Power-Gathering- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +100 MP at the start of every round as a buff that stacks 1,000 times
Apprentice Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All damage-dealing Ancient Magic spells that possessor casts deal +250,000 Damage, All Ancient Magic spells cost possessor 50,000 less MP to cast
Archmage of the Ancients- (Passive Ability, Other: Archmage of the Ancients) Possessor's Damage-dealing actions that involve the casting of Ancient Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Ancient Magic spells cost possessor (50,000 + 30,000 *
Basic Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All Ancient Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Ancient Magic spells cost possessor 1,000 less MP to cast
Discounted Ancient Magic- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 10,000 less MP to cast
Focused Ancient Magic Casting- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 2,000 less MP to cast if the only subtype of spell possessor has equipped is Ancient Magic
Has Memorized Ancient Rites- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +1,000 MIN
Magics that Will Last a Millions Years- (Passive Ability, Other: Archmage of the Ancients) Individuals below Level 40 cannot remove buffs or debuffs with possessor as a source, Spells cast by possessor that would have a duration of 50 rounds or greater instead do not wear off after any number of rounds
Primordial Force Convergence- (Technique Ability, Other: Archmage of the Ancients) Possessor may use 'Primordial Force Convergence' in conjunction with a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action provided that possessor casts an 'Ancient Magic' spell as part of said action and pays 1,000,000 MP. The natural infliction chances of any minor, moderate, or major status effects possessed by any Ancient Magic spell cast by possessor as part of said action are doubled, to a max of 250%.
Recall Spell through Ancestral Memories- (Passive Ability, Other: Archmage of the Ancients) At the start of each round, possessor may obtain (and optionally equip) an Ancient Magic spell equipped or carried by a dead ally



Archsmith of Metal
Adept Metal Synchronization- (Passive Ability, Archsmith of Metal) Amounts of Metal element Damage possessor deals are increased by 10,000 points, Metal 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 Metal element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element allies gain +100 to all stats
Archsmith of Metal- (Passive Ability, Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +50 to all stats
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Understanding of the Heart of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element allies gain +10 to all stats
Improved Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Nullify Metal- (Passive Ability, Archsmith of Metal) Possessor may remove the element Metal from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Metal-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Metal-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Metal from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur


Architect
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect of Stone- (Passive Ability, Architect) Possessor pierces 200 points of Defense when targeting Earth-element large structures
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Carpenter (2)- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All weapons equipped by possessor give possessor an additional +200 Melee Attack, Ranged Attack, and Magical Attack if they already provide said bonus
Dwarven Stonemasonry- (Passive Ability, Architect) Possessor's Earth-element Large Structure pets and summons obtain +500 Defense and +40,000 HP as a non-stacking bonus
Dwarven Rune-Architect- (Passive Ability, Architect) Possessor's Large Structure summons and possessor's (Golem summons whose name includes 'Dwarf' or 'Dwarven') gain 25% Magic Resistance as a buff that stacks 3 times if possessor has a Tool equipped when summoning them
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Mason- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All Tool weapons equipped by possessor give possessor an additional +200 Melee Attack if they already provide said bonus
Miner- (Passive Ability, Architect) Possessor deals 500 additional Damage to Earth-element targets
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped


Artificer
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
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
Dwarven Artificer- (Passive Ability, Artificer) Items possessor creates through Artifice spells whose name includes 'Dwarf' or 'Dwarven' have their stat bonuses increased by 500 points as a non-stacking buff on the item that stacks 200 times across items
Focused Artifice Casting- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Artifice
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
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


Artist of Murder-
♢Artist of Murder- (Passive Ability, Other: Slasher) Sword, Knife, and Axe Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may obtain a chosen minor positive status effect whenever possessor kills an opponent with an action that involves possessor casting a Murder Arts spell (to a max of obtaining one effect per action)

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.
Impairing Toss- (Technique Ability, Assassin) Possessor may use 'Impairing 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 a 20% chance of inflicting Impaired.
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
Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points


Bard
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
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
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
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
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.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
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
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack 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.
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.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped


Beastmaster
Adept Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Animal summon, Possessor's unmodified stats increase by 200 points if possessor is an Animal
Advanced Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 60% Charm Resistance
Agile Greatness of the Colossus-Animal- (Passive Ability, Beastmaster) Possessor's 'Large Animal', 'Huge Animal', 'Enormous Animal', 'Massive Animal', 'Gargantuan Animal', and 'Colossal Animal' abilites do not give possessor an Agility penalty
Alpha Beast- (Passive Ability, Beastmaster) If possessor is an Animal and possesses no allies who possess an ability named 'Alpha Beast', possessor gets +30 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies
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 Calling V- (Passive Ability, Beastmaster) Possessor's Animal summons may not be unsummoned by sources below Level 5
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
Antlers- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack
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
Armadillo Curl- (Technique Ability, Beastmaster) Possessor may use 'Armadillo Curl' in conjunction with a 'Defend' action if possessor is an Animal. Said action provides its caster with a non-stacking buff that provides +200 Defense
Armadillo Plating- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Defense
Armadillo Roll- (Passive Ability, Beastmaster) If possessor is an Animal, whenever possessor performs a 'Defend' action, possessor may move to the front row or the back row
Astounding Milker- (Passive Ability, Beastmaster) Possessor's pets and summons abilities whose name includes 'Milk' or 'Lactate' deal 5,000 additional points of Healing or Regeneration and have all stat buffs they provide increased by 300 points (to a max of 5,000 points across all applications per stat per entity)
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
Basic Animal Herding- (Passive Ability, Beastmaster) When posessor conducts a 'Switch Rows' action, possessor may choose for any of possessor's Animal pets or summons to move to either the front row or the back row
Bear Hug- (Technique Ability, Beastmaster) Possessor may use 'Bear Hug' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Paralyzed
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
Cave-Cow Rancher- (Passive Ability, Beastmaster) Possessor's Earth-element Animal pets and summons gain +2,000 HP, +200 CON, and +1% Dodge
Colossal Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Cow Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Cow' stance when not in said stance
Cow-Masseusse- (Passive Ability, Beastmaster) At the start of each round, possessor may cure one of its Animal pets and summons whose name includes 'Cow', 'Bull', 'Heifer', or 'Steer' of Confusion, Stat Drain, Paralyzed, Pain, or Fatigued
Defensive Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +50 Defense
Defensive Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +250 Defense
Enormous Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Farmer- (Passive Ability, Beastmaster) Possessor's Plant and Animal pets and summons gain +25 to all stats
Form of Cat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Form of Cow- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Gargantuan Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Huge Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Keen Scent- (Passive Ability, Beastmaster) Possessor gains 110% To Hit if possessor is an Animal
Large Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Little Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Massive Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Mauling- (Technique Ability, Beastmaster) Possessor may use 'Mauling' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, and a 30% chance of inflicting Wounded: Maimed
Offensive Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have the Damage values of their abilities increased by 50 points
Offensive Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have the Damage values of their abilities increased by 500 points
Pack Hunter- (Constant Effect, Beastmaster) If possessor is an Animal, possessor gets +20 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies
Pounce- (Technique Ability, Beastmaster) Possessor may use 'Pounce' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack, may be made from the back row, and moves its user to the front row if such a row exists
Prize-Winning Cow Breeder- (Passive Ability, Beastmaster) Possessor's Animal pets and summons whose name includes 'Cow', 'Bull', 'Heifer', or 'Steer' gain +1,250 to all stats
Rancher (2)- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +60 to all stats
Rolling Assault- (Technique Ability, Beastmaster) Possessor may use 'Rolling Assault' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains deals (10,000 * the number of rounds that possessor has performed an action that involves the technique 'Rolling Assault' in a row during, counting this round) Damage, with said count resetting between battles
Small Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Animal- (Passive Ability, Beastmaster) Possessor's 'Small Animal', 'Little Animal' and 'Tiny Animal' abilites do not give possessor an Strength or Constitution penalty
Speed-Focused Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Stealthy While a Cow Near Other Cows- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Cow' stance with at least one ally whose name includes 'Cow', 'Bull', 'Steer', 'Heifer', or 'Minotaur' or who is in 'Form of Cow' Stance, possessor obtains +15% Dodge
Superior Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 80% Charm Resistance
Tiny Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Wild- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains 20% Charm Resistance against individuals below Level 60 who are not 20 or more Levels greater than possessor
Wine Whiskers- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +5% To Hit against entities who are carrying a Drink consumable that is capable of inflicting Poison: Drunk (or who have such an item equipped)


Blazing Sultan
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire 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 Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
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
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
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
Black Star Vaccine- (Passive Ability, Blessing) +450 SPI, +350 Magical Attack to Darkness element Magical Attacks, +50 to all stats if possessor is Darkness element, 10% Fire Resistance, 10% Light Resistance, 10% Darkness Resistance, 15% Burning Resistance, Possessor may exist on suns/stars without penalty

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
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
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
Defensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 Defense
Defensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +250 Defense
Dwarven Mushroom Farming Techniques- (Passive Ability, Botanist) Possessor deals 400 additional points of Healing and Regeneration to possessor's Earth-element Plant pets and summons
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
Mushroom Farmer- (Passive Ability, Botanist) Possessor's Earth-element Plant pets and summons gain +200 HP, +20 CON, and (+1% Resilience while in a Zone of Earth)
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
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

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 Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
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
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
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)
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
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
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space


Card Mystic
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Awesome Deal- (Technique Ability, Card Mystic) Possessor may use 'Awesome Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Bright Deal- (Technique Ability, Card Mystic) Possessor may use 'Bright Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Light element.
Bolt Deal- (Technique Ability, Card Mystic) Possessor may use 'Bolt Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Electrical element.
Bubble Deal- (Technique Ability, Card Mystic) Possessor may use 'Bubble Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Water element.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Classical Training in Standard Combat Utilizing the Card- (Passive Ability, Card Mystic) Possessor may treat Card as a Base Weapon subtype
Deal Mastery- (Passive Ability, Card Mystic) Technique Abilities from the Card Mystic class whose name includes 'Deal' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Enchanting Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Fling Card- (Technique Ability, Card Mystic) Possessor may use 'Fling Card' in conjunction with a 'Ranged Attack' action. The Magical Attack bonus of one of possessor's equipped cards is converted into an equal Ranged Attack bonus for purposes of said action.
Frost Deal- (Technique Ability, Card Mystic) Possessor may use 'Frost Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Ice element.
Shadow Deal- (Technique Ability, Card Mystic) Possessor may use 'Shadow Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Darkness element.
Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.


Channeler
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
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
Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
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 Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
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 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 Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
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
Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Channel Charge- (Passive Ability, Channeler) Up to five times per thread, when possessor would consume a charge from a Consumable that possessor has equipped, possessor may instead choose to consume a charge from an identical consumable carried by either possessor or a willing ally of possessor, providied said consumable is worth under 20,000,000 Gold
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
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
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Devour Zone- (Active Ability, Channeler) Possessor may spend an action to destroy a zone whose source is 10 Levels or lower than possessor and that is below Level 20 that does not have any effects attached to it by sources of Level 20 or greater and then regenerate ((Said zone's source's Level) *1,000) MP
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
Gaze Hungry For Knowledge- (Passive Ability, Channeler) Possessor may deal 1,500 Flat Psychic element MIN Drain to one opponent at the start of each round
Guardian Imposition Force Aura- (Stance Ability, Channeler) Possessor may, when entring this Stance, choose a willing ally, said ally, for the duration that possessor is in this stance, uses possessor's Defense instead of its own against the attacks of Individuals below Level 20 who are lower Level than possessor
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
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.
Mana-Drinker's Aura- (Stance Ability, Channeler) Possessor may deal up to 5,000 points of Flat MP Drain from up to 60 targets at the start of each round
Mystic Gerymandering- (Active Ability, Channeler) Possessor may spend an action to become the source of a terrain or phantom terrain whose source is 10 Levels or lower than possessor and that is below Level 20
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Seize Zone- (Active Ability, Channeler) Possessor may spend an action to become the source of a zone whose source is 10 Levels or lower than possessor and that is below Level 20
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Understanding of Theoretical Power Assumption- (Passive Ability, Channeler) Possessor gains +300 to all stats and +5,000 MP if any other individual is in the same battle as possessor
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor


Clearance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Captain- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Captain' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Shaver- (Passive Ability, Clearance) Possessor may fight the monster 'Shaver' for drops, This ability cannot be used in combos


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
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
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
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Cook Drake Meat- (Passive Ability, Chef) Whenever possessor or one of possessor's allies kills an opponent that is a Dragon whose name includes 'Drake', possessor may, up to three times per round, choose to deal 15,000 points of Flat Fire element HP Healing to up to 15 target allies (including possessor if desired)
Cook Animal- (Technique Ability, Chef) Possessor may use Cook Animal in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Animals that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Dwarven Beer-Brewing Techniques- (Passive Ability, Chef) Possessor may choose for Drink consumables that possessor uses that have a chance of inflicting Poison Drunk heal or regenerate 30,000 additional HP and / or have their chance of inflicting Poison: Drunk raised by 15%
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Master of Savory- (Passive Ability, Chef) Food consumables used by possessor that buff CON do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff Defense do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Knowledge of Dwarven Cooking Techniques- (Passive Ability, Chef) Earth-element Food consumables used by possessor heal 2,500 additional points of HP and 250 additional points of CON, Earth-element Food consumables used by possessor that provide CON or Defense buffs have said buffs increased by 50 points (to a max of 250 points across all applications on a single individual)
Knows Just the Right Sauce to Apply to Dragon Meat- (Passive Ability, Chef) Food consumables whose name includes 'Dragon' used by possessor heal 60,000 additional points of HP, Food consumables whose name includes 'Dragon' used by possessor that provide stat buffs have said buffs increased by 250 points (to a max of 4,000 points across all applications on a single individual)


Clothier
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
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
Belt Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Belt equipped
Cloak Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Cloak equipped
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Scarf Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Scarf equipped


Commander
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (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
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
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
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
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
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies


Conjuror
Advanced Elemental Loyalty Communing- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain 60% Charm Resistance
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
Basic Elemental Loyalty Communing- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain 20% Charm Resistance
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, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjurer) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjurer) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Calling V- (Passive Ability, Conjurer) Possessor's Elemental summons may not be unsummoned by sources below Level 5
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Elemental Loyalty Communing- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain 40% Charm Resistance
Shift Summoning Element: Air- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air
Shift Summoning Element: Earth- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth
Shift Summoning Element: Fire- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire
Shift Summoning Element: Water- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water


Controller
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Mystical Impulse- (Technique Ability, Controller) Possessor may use 'Mystical Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Mystic element.
Patterned Impulse- (Technique Ability, Controller) Possessor may use 'Patterned Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
True Magic Impulse- (Technique Ability, Controller) Possessor may use 'True Magic Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Mystic element, and gains '30% inflicts Manablasted: Mystic Devastation'.
Unearthly Impulse- (Technique Ability, Controller) Possessor may use 'Unearthly Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation'.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.


Counselor of Faerie
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Counselor of Faerie- (Passive Ability, Counselor of Faerie) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Fae pet only, This ability provides +50 HP and +10 to all stats of possessor's Fae pets and summons per Level of possessor
Fae Calling I- (Passive Ability, Counselor of Faerie) Possessor's Fae summons gain +20 to all stats
Fae Calling II- (Passive Ability, Counselor of Faerie) Possessor's Fae summons gain +200 HP
Fae Dwarf- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Dwarf' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Dwarf' Stance
Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +20 to all stats
Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 to all stats
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Form of Elf- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 AGI and +100 Ranged Attack
Offensive Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 50 points
Offensive Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes


Countess of Power
Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy 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 Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +100 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Energy Body Form- (Stance Ability, Countess of Power) Possessor gains +200 Defense against Energy, Possessor gains 15% Energy Resistance, Possessor may deal 5,000 Flat Energy element Damage to any individual who conducts an offensive action that targets possessor
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy 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 Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, 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 Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Energy- (Passive Ability, Countess of Power) Possessor may choose, at the beginning of a thread, to become solely Energy element
Nourished By Energy- (Passive Ability, Countess of Power) If possessor is Energy element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Energy


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
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
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 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 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 Rod Charge Preservation- (Passive Ability, Crafter) Rod 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 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
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
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.
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.
Dwarven Earth Shatter- (Active Ability, Crusher) This character may use Dwarven Earth Shatter in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +58 Melee Attack, and has a 75% chance of dealing double damage against Earth element foes.
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
Heavy Swings- (Passive Ability, Crusher) +180 Melee Attack when a Hammer that takes 2 Weapon slots is equipped, Hammers that take at least 2 Weapon slots that have a chance of inflicting Stun have said chance increased by 20%
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.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy 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 Poison: Drunk.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense


Curse
Can't Get Revved Up Without A Morning Cheeseburger- (Passive Ability, Curse) Possessor is afflicted with Fatigued: Tired at the start of every round until possessor obtains healing or a buff from a Food consumable whose name includes 'burger'
Embarassing Inability to Properly Handle Wood- (Passive Ability, Curse) Possessor obtains -1 to all base stats if Wood element, Possessor's Wood element actions have a 25% chance of failing, Possessor's actions have a seperate 25% chance of failing if possessor is Wood element, Possessor's Wood element summons have a 25% greater chance of being uncontrolled (even if they previously possessed no chance of being uncontrolled, with said no-chance being treated as a base 0% chance before this modification)
Stalled Darkspawn Summoning- (Passive Ability, Curse) Possessor's actions that would summon Darkspawn have a 75% chance of failing to work (with the entire action failing should said situation trigger)
Surrounded by Obvious, Shiny Sparkles- (Passive Ability, Curse) Possessor gains -5% Dodge


Dancer
Apprentice 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 250 less MP to cast
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Basic Dance Attunment- (Passive Ability, Dancer) All Dance spells with a duration that cost an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost 10 less MP
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
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
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


Deathless One
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats


Delver of the Forbidden
Apprentice Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 250 less Damage to possessor and have a 5% less chance of inflicting minor negative status effects on possessor
Balks at the Warnings of Conventional Scholars- (Passive Ability, Delver of the Forbidden) Possessor gains +50 unmodified MIN, Possessor has a 5% chance of being afflicted with Confusion at the start of each round
Basic Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 10 less Damage to possessor and have a 1% less chance of inflicting minor negative status effects on possessor
Bearer of an Eerie Mark- (Passive Ability, Delver of the Forbidden) Possessor gains 50% Stat Drain Resistance against the status effect Stat Drain from sources that are Darkspawn and Forbidden Magic spells
Enlightenment Through Lunacy- (Passive Ability, Delver of the Forbidden) Possessor gains +500 MIN and +250 SPI while afflicted with Confusion
Focused Forbidden Magic Casting- (Passive Ability, Delver of the Forbidden) Forbidden Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Forbidden Magic
Forbidden Magic Casting I- (Passive Ability, Delver of the Forbidden) Forbidden Magic spells cost possessor 20 less MP to cast
Forbidden Magic Casting II- (Passive Ability, Delver of the Forbidden) Forbidden Magic spells cost possessor 200 less MP to cast


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
Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
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 Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
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
Essence Algorithm: Eye Demon- (Passive Ability, Demonologist) At the beginning of a thread, possessor may choose to become the subtype Demon, to gain the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 30, and to be able to choose, if a monster on the enemy list exists named 'Eye Demon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level


Diabolist
Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Cheeseburger Matrix Proximity Boost- (Passive Ability, Diabolist) Possessor gains +2,000 uncapped SPI if any of possessor's allies possesses an ability named 'Cheeseburger Matrix'
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast


Diviner
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
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
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
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
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
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
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Perceptiveness- (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
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
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
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Dwarven Stoneworker's Secret-Door-Detecting Sense- (Passive Ability, Diviner) If possessor is a Humanoid and in the 'Form of Dwarf' stance or if possessor possesses the ability 'Dwarf Essence', possessor gains +5% Critical against Earth-element Large Structures, Has RP 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
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focused Divining Casting- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divining
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 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
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in


Diplomat
Adorable- (Passive Ability, Diplomat) Possessor has a 15% chance of inflicting Charm on each opponent at the start of each round
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
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
Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
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
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped


Doombringer
Agile Greatness of the Colossus-Horror- (Passive Ability, Doombringer) Possessor's 'Large Horror', 'Huge Horror', 'Enormous Horror', 'Massive Horror', 'Gargantuan Horror', and 'Colossal Horror' abilites do not give possessor an Agility penalty
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Horror- (Passive Ability, Doombringer) Possessor may, at the beginning of a thread, choose to become the subtype Horror
Colossal Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Doombringer- (Passive Ability, Doombringer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Horror pets and summons per Level of possessor
Enormous Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Gargantuan Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Huge Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Large Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Leech-Finger Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's Melee attack actions deal HP Drain instead of HP Damage
Long, Prehensile Nose-Hand- (Passive Ability, Doombringer) Possessor gains a weapon slot, but while said slot is full, possessor obtains -75% To Hit
Massive Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Horror Traits- (Passive Ability, Doombringer) Possessor gains +1 to all stats so long as possessor is a Horror
Skin Which Weeps Poison- (Passive Ability, Doombringer) If possessor is a Horror, whenever an individual conducts an offensive action that targets possessor, possessor, at the end of each said action, gains a 30% chance of inflicting Poison on said individual
Strangling Terror-Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's 'Melee Attack' actions gain 15% inflicts Suffocation


Driver
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle 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
Car Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Carriage/Buggy/Coach Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Skateboarder- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Skateboard' in the name
Snowboarder- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Snowboard' in the name
Stunt Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +5% Dodge
Surfer- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name


Ebon Chancellor
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
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 Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
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
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Meditation Upon Empty Blackness- (Technique Ability, Ebon Chancellor) Possessor may use 'Meditation Upon Empty Blackness' in conjunction with a 'Meditate' action so long as possessor is Darkness or Void element, is in a single Zone of Darkness and no other Zone, and no other technique is used. Said action makes its performer either solely Darkness element or solely Darkness & Void element and gives its performer +6,000 MIN and SPI as a non-stacking buff.
Unfold Wisdom From Darkness- (Passive Ability, Ebon Chancellor) Once per round, when possessor destroys a Zone of Darkness created by another source that is Level 20 or greater, possessor may choose to acquire a buff that stacks 5 times that provides +5,000 MIN


Elementalist
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
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
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting any one minor status effect
Multipartite Assault- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for multi-element element Elemental Magic spells, So long as possessor has a multi-element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 500 Flat damage per user level that still has a chance of missing as though it was not a Flat-damage attack that is any two elements


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
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Book Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Books cost 200 XP less when applying said enhancements to Books
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
Force Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Forces cost 200 XP less when applying said enhancements to Forces
Glitter Aura- (Stance Ability, Enchanter) Possessor gains 30% inflicts Charm, 30% inflicts Impaired: Blind, 30% inflicts Confusion, 20% Dodge, +500 AGI, and +500 SPI while in this stance
Gun Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Guns cost 200 XP less when applying said enhancements to Guns
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: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Knife Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Knives cost 200 XP less when applying said enhancements to Knives
Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Tool Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Tools cost 200 XP less when applying said enhancements to Tools


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
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
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
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats
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
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped


Enslaver
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver 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.
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.


Esoteric Wiseman
Absorb Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor Absorbs Mystic against sources below Level 20 if Level 20 or greater
Adept Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Amounts of Mystic element Damage possessor deals are increased by 10,000 points, Mystic 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 Mystic element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 Defense against Mystic
Apprentice Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 5% Mystic Resistance
Apprentice Mystic Synchronization- (Passive Ability, Esoteric Wiseman) Possessor gains +50 to all stats for each Mystic element item equipped, Possessor's Mystic element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +100 to all stats
Apprentice Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 to all stats while in a Zone of Mystic
Basic Acceleration Within Mystic's Dominion- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Mystic
Basic Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +50 to all stats
Basic Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +50 Defense against Mystic
Basic Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 1% Mystic Resistance
Basic Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +25 to all stats if Mystic element
Basic Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +10 to all stats
Basic Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +50 to all stats while in a Zone of Mystic
Control of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor has a 20% chance of being able to cancel the actions of Mystic element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 Defense if possessor has any Mystic-element items equipped that provide a Defense bonus
Detect Mystic- (Passive Ability, Esoteric Wiseman) Possessor gains +1% To Hit against Mystic element targets
Empowered By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic 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 Mystic
Esoteric Wiseman- (Passive Ability, Other: Esoteric Wiseman) Possessor ignores (1 * (Possessor Level/5), rounded down)% Mystic Resistance, Possessor ignores Mystic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Expert Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Mystic element Damage dealt to possessor (not including healing) is halved, Mystic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Mystic element accessories, and may not be converted into other types of slot by individuals below Level 100
Grand Unifying Theorem- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose to count Wizard Magic, Enchantment, Summoner Magic, Illusion Magic, Ethereal Magic, Protection Magic, Divination, Necromancy, Elemental Magic, Healer Magic, Ritual Magic, and Gate Magic spells as any combination of the above instead of their normal subtype for abilities from any of the classes Wizard, Enchanter, Summoner, Illusionist, Veilwalker, Abjurer, Diviner, Necromancer, Elementalist, Healer, Ritualist, and Wanderer
Greater Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +5,000 Defense against Mystic
Improved Defenses that Utilize Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +2,000 Defense if possessor has any Mystic-element items equipped that provide a Defense bonus
Improved Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 10% Mystic Resistance
Improved Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +250 to all stats
Improved Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +1,000 to all stats while in a Zone of Mystic
Mystic Immunity- (Passive Ability, Other: Esoteric Wiseman) Possessor gains Mystic Immunity against sources below Level 20 if Level 20 or greater
Meditative Assumption of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose, at the beginning of a thread, to become solely Mystic element
Mystic Manipulation- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose one of the following at the beginning of each round if Mystic element: Create a Zone of Mystic, Remove a Zone of Mystic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Mystic by either possessor or a source below Level 20, Add Mystic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Mystic element on a Mystic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Mystic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Mystic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Mystic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Mystic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Mystic, 5% Mystic Resistance, or +50 Defense against Mystic and 1% Mystic Resistance until the end of the round as a non-stacking buff
Nourished By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Mystic
Nullify Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor may remove the element Mystic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Mystic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Mystic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Mystic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Reflect Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor Reflects Mystic against sources below Level 20 if Level 20 or greater
Spellweaver- (Passive Ability, Other: Esoteric Wiseman) Possessor may, at the start of any round, exchange any non-unique spell in possessor's possession for any spell of a base subtype that is tied to a class that possessor possesses the class-name ability for that is In Stock in the shop that is worth an equal or lower quantity of Gold
True Magic- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor may replace the element Magic with the element Mystic in any of possessor's actions and may treat the element Mystic as the element Magic for purposes of Arcane Hierophant abilities
Uncounterable Casting- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor's 'Cast a Spell' actions may not be countered by individuals of equal Level to possessor or lower Level than possessor who are below Level 60 without possessor's permission
Uplifted By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Mystic
Zonal Mystic Control- (Passive Ability, Other: Esoteric Wiseman) Possessor may, at the start of each round, choose one Zone of Mystic 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


Eternal Champion
Absorb Hope- (Passive Ability, Eternal Champion) Possessor Absorbs Hope against sources below Level 20 if Level 20 or greater
Apprentice Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 5% Hope Resistance
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +100 to all stats
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 25,000 points
Hope Immunity- (Passive Ability, Eternal Champion) Possessor gains Hope Immunity against sources below Level 20 if Level 20 or greater
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 10% Hope Resistance
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points


Evermason
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 to all stats
Sculpting Mastery- (Passive Ability, Evermason) Evermason abilities whose name includes 'Sculptor' cost possessor 1 less week to learn, to a minimum of 1 week
Sculptor of Bone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Bone' gain +200 to all stats
Sculptor of Clay- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Clay' or 'Mud' gain +300 to all stats
Sculptor of Crystal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Crystal', 'Jewel', or 'Gem' gain +400 to all stats
Sculptor of Fabric- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Cloth', 'Puppet', 'Doll', or 'Toy' gain +100 to all stats
Sculptor of Flesh- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Flesh' gain +200 to all stats
Sculptor of Ice- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Ice' or 'Snow' gain +200 to all stats
Sculptor of Metal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Metal', 'Iron', 'Steel', 'Brass', 'Gold', or 'Silver' gain +400 to all stats
Sculptor of Stone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Stone' or 'Rock' gain +300 to all stats
Sculptor of Wood- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Wood' gain +200 to all stats


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
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
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
Granter of Sharpened Bones- (Passive Ability, Flux Baron) +200 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Linked Flux Defense- (Passive Ability, Flux Baron) All allied Shapeshifters and self gain +20 Defense for each Shapeshifter, including themselves, on their side, to a max of +2,000 Defense
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer
Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects


Friendship
Ally of Fellow Appreciators of Evil Music- (Passive Ability, Friendship) Posessor gains +100 to all stats if any of possessor's allies possess an ability named 'Ally of Fellow Appreciators of Evil Music'
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Fan of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili Von'Mion', Individuals named 'Lili Von'Mion' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Has An Almost-Imaginary Friend Named Tony the Diabolical Moustached-and-Vaccuum-Headed Mind-Bard- (Passive Ability, Friendship) Possessor gains +300 MIN, Possessor counts as possessing 4 additional Bard abilities (including for prerequisite purposes)
Good Friend of Liliana Noveltene D'lorenbeth- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Liliana Noveltene D'lorenbeth', Whenever possessor heals an individual named 'Liliana Noveltene D'lorenbeth' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Liliana Noveltene D'lorenbeth'
Good Friend of Lilian Nereida- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Re'lilian Nereida', Whenever possessor heals an individual named 'Re'lilian Nereida' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Re'lilian Nereida'
Member of the Multi-Lili Mind Network- (Passive Ability, Friendship) Possessor gains +200 MIN as a buff for each ally who possesses an ability called 'Member of the Multi-Lili Mind Network', to a max of 5 such allies, Has RP effects


General
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Charismatic Leadership- (Passive Ability, General) Whenever possessor targets an allied Human with an action that applies a buff to it, said target has a 15% chance of being afflicted with Invigorated or Invigorated: High Morale
Command Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +200 to all stats as a non-stacking bonus
Defensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +50 Defense
Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Offensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 50 points
Through the Breach- (Passive Ability, General) Once per round when when one of possessor's opponents is killed, with said death forcing a shift in row-order, possessor may move from the back row to the front row. If possessor does so, all of possessor's Human allies may do the same. Any individual who shifts rows due to this ability allowing such obtains a non-stacking buff that provides +300 STR and +300 AGI until the end of the round.
Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect


Geomancer
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
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: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
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: 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: 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: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Mesa - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Salt Flats - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Salt Flats
Attuned to Terrain: Snowy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Snowy Plains
Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
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: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Improved Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 Magical Attack and a 10% chance of inflicting Confusion with Magical Attack actions and Overdrive actions if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
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: Casino- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Casino
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
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: 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: 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: 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: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Salt Flats- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Salt Flats
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Phantom Terrain Link Established: Snowy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Snowy Plains


Guardian
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Tank Hits- (Technique Ability, Guardian) Possessor may use 'Tank Hits' in conjunction with a 'Defend' action so long as no other technique is used and possessor has a Heavy Armor equipped. Said action generates a non-stacking buff effect that lasts until the end of the round and is present on its caster, that causes, whenever an opponent whose AGI is lower than caster's CON who is not above Level 40 or 5 or more Levels greater than caster performs a single-target attack that targets an ally of caster's who is not in the front row while caster is in in front row, for 5% of the not-(Resistance/Immunity/Absorption)-or-Defense-counting Damage dealt by said attack to be re-directed to caster so long as no other effect has re-directed any of the Damage generated by said attack.
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability


Gunner
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Water element.
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Cthonian-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun 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.
Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Flame Shot- (Technique Ability, Gunner) Possessor may use 'Flame Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Monster-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Ooze-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Oozes and gains +5% To Hit against Oozes.
Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Robot-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Robots and gains +5% To Hit against Robots.
Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.


Healer
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
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 Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power 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 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
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.
Focused Healer Magic Casting- (Passive Ability, Healer) Healer Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Healer Magic
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
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 Magic Casting I- (Passive Ability, Healer) Healer Magic spells cost possessor 20 less MP to cast
Healer Magic Casting II- (Passive Ability, Healer) Healer Magic spells cost possessor 200 less MP to cast
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
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
Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.
Soothing Spell- (Active Ability, Healer) Possessor may use Healing Spell 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 and said action is non-offensive. Each Healer Magic spell involved in said action that possess a Magical Attack bonus gains a 15% chance of curing any minor status effect.
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%


Heir to the Future
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology 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 Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +100 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Greater Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 25,000 points
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +250 to all stats
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology 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 Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, 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 Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff


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
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 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
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
Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI 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
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel


Ioun Master
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Classical Training in Standard Combat Utilizing the Stone- (Passive Ability, Ioun Master) Possessor may treat Stone as a Base Weapon subtype
Dual Stone-Wielding- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has two Stones or a Stone that is a Weaponx2 equipped
Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, or a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Greater Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, and a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Ioun Master- (Passive Ability, Ioun Master) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Stone equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Stone equipped
Stone Wielding I- (Passive Ability, Ioun Master) +5 to all stats when a Stone is equipped
Stone Wielding II- (Passive Ability, Ioun Master) +25 to all stats when a Stone is equipped, +50 Magical Attack when a Stone is equipped


Kensei
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP
Essence-Warped Strike- (Technique Ability, Kensei) Possessor may use 'Essence-Warped Strike' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Any moderate negative status effect infliction chance that said action possesses may be exchanged for an equal chance of inflicting a different moderate negative status effect.
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Sword Echo- (Technique Ability, Kensei) Possessor may use 'Sword Echo' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, has a buff from a Kensei ability, and no other technique is used. If an attack that is part of said action misses, said action's user may remove one stacked instance of a buff from a Kensei ability to recalculate the attack's miss chance up to 100 times.
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times


Keeper of the Depths
Apprentice Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Cavesight- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains 120% To Hit if in a Zone of Earth and not in a Zone of Light
Cthonic Horror- (Passive Ability, Keeper of the Depths) Possessor, if a Cthonian, may choose at the beginning of a thread to gain the subtype Horror, Possessor, if a Horror, may choose at the beginning of a thread to gain the subtype Cthonian, Possessor if a Cthonian and a Horror, gains +100 to all stats
Cthonian Traits- (Passive Ability, Keeper of the Depths) Possessor gains Impaired Immunity so long as possessor is a Cthonian
Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +20 to all stats
Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 to all stats
Defensive Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +50 Defense
Defensive Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +250 Defense
Keeper of the Depths- (Passive Ability, Keeper of the Depths) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Cthonian pet only, This ability provides +50 HP and +10 to all stats of possessor's Cthonian pets and summons per Level of possessor
Formshift: Cthonian- (Stance Ability, Keeper of the Depths) Possessor's subtype becomes Cthonian
Offensive Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons have the Damage values of their abilities increased by 50 points
Offensive Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons have the Damage values of their abilities increased by 500 points


Lawbringer
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Enforces the Law through Strength- (Passive Ability, Lawbringer) Possessor's Entombed: Encarcerated infliction chances are increased by 15% against targets with a lower STR than possessor
Judge (2)- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated ResistanceMace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack
Sloth Hammer- (Technique Ability, Lawbringer) Possessor may use 'Sloth Hammer' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Mace or Hammer equipped. Said action gains +30 Melee Attack and applies a debuff that stacks 4 times that provides -50 AGI.


Lord of Trees
Apprentice Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element allies gain +100 to all stats
Basic Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +50 to all stats
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Basic Understanding of the Heart of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element allies gain +10 to all stats
Basic Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Lord of Trees- (Passive Ability, Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wood Manipulation- (Passive Ability, Lord of Trees) Possessor may choose one of the following at the beginning of each round if Wood element: Create a Zone of Wood, Remove a Zone of Wood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wood by either possessor or a source below Level 20, Add Wood 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 Wood element on a Wood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wood, 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 Wood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wood, 5% Wood Resistance, or +50 Defense against Wood and 1% Wood Resistance until the end of the round as a non-stacking buff
Improved Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element allies gain +250 to all stats


Lord of War
Apprentice War Machine User- (Passive Ability, Lord of War) All of possessor's War Machine 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
Asymmetric Warfare Expert- (Passive Ability, Lord of War) If possessor's side of battle has less individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, said side of battle chooses a number of individuals on it equal to the number of individuals on possessor's side of battle, all other individuals on said opposing side gain -5% To Hit, If possessor's side of battle has more individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, possessor's side of battle chooses a number of individuals on possessor's side of battle equal to the number of individuals more on possessor's side of battle than on said side of battle, all such individuals gain +50 to all stats for the remainder of the turn
Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
Basic War Machine User- (Passive Ability, Lord of War)- All War Machine 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
Calculated Targeting- (Passive Ability, Lord of War) Possessor's War Machine transformations with under 114% To Hit (unbuffed) possess 114% to Hit
Can Modify War Machines to Better Utilize Power- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +500 MP
Focused Targetting Expert- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage with offensive actions that target individuals who, earlier in the same round, have been targetted by offensive actions by another War Machine
Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Meticulously Aimed Fire- (Active Ability, Lord of War) If possessor is in a War Machine transformation, then possessor may spend an action to have possessor's next action, if it is an action with a chance of missing, gain +15% To Hit
Perpetual Ammo Reserves- (Passive Ability, Lord of War) Possessor's War Machine transformations' attacks that cost between 10% and 50% of possessor's max MP cost an amount less equal to .5% of possessor's max MP
Platform Driver- (Passive Ability, Lord of War)- All War Machine transformations equipped by possessor gain +50 to all stats if they have 'Platform' in the name
Swift Deployment- (Passive Ability, Lord of War) If possessor starts battle in a War Machine transformation, then possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle
Tank Driver- (Passive Ability, Lord of War)- All War Machine transformations equipped by possessor gain +50 to all stats if they have 'Tank' in the name


Magewright
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic 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
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
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
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
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


Magus
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Black Sphere- (Technique Ability, Magus) Possessor may use 'Black Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Bolt Sphere- (Technique Ability, Magus) Possessor may use 'Bolt Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Electricity element.
Bright Sphere- (Technique Ability, Magus) Possessor may use 'Bright Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Light element.
Classical Training in Standard Combat Utilizing the Orb- (Passive Ability, Magus) Possessor may treat Orb as a Base Weapon subtype
Cluster Sphere- (Technique Ability, Magus) Possessor may use 'Cluster Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Deletion Sphere- (Technique Ability, Magus) Possessor may use 'Deletion Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Code Sphere- (Technique Ability, Magus) Possessor may use 'Code Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Technology element.
Code Sphere- (Technique Ability, Magus) Possessor may use 'Code Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Technology element.
Dud Sphere- (Technique Ability, Magus) Possessor may use 'Dud Stab' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb 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.
Elemental-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Flame Sphere- (Technique Ability, Magus) Possessor may use 'Flame Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Mystic Toss- (Technique Ability, Magus) Possessor may use Mystic Toss in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack may use the Ranged Attack bonus of any one equipped Accessory that shares an element with at least one equipped Orb as though it were a Magical Attack bonus
Night Sphere- (Technique Ability, Magus) Possessor may use 'Night Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Pulse Sphere- (Technique Ability, Magus) Possessor may use 'Pulse Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Energy element.
Rock Sphere- (Technique Ability, Magus) Possessor may use 'Rock Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Rockslide Sphere- (Technique Ability, Magus) Possessor may use 'Rockslide Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Rumbling Sphere- (Technique Ability, Magus) Possessor may use 'Rumbling Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Shadow Sphere- (Technique Ability, Magus) Possessor may use 'Shadow Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Stone Sphere- (Technique Ability, Magus) Possessor may use 'Stone Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Umbral Sphere- (Technique Ability, Magus) Possessor may use 'Umbral Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Zero Sphere- (Technique Ability, Magus) Possessor may use 'Zero Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.


Master of Monsters-
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
Basic Assumption of Powers- (Passive Ability, Master of Monsters) Whenever an individual from the Enemy List that is normally fightable for drops and that is Level 1 or lower targets possessor with an action involving one of its naturally possessed active abilities from the 'Abilities' section of its sheet, possessor's Morphically Replicated Essence Pattern Reservoir gains a copy of said ability, Possessor's Morphically Replicated Essence Pattern Reservoir should record not only the ability obtained, but also the name, subtype (from the entity's subtype section of the stat sheet only), Prime Attribute(s), and Level of the entity it was obtained from, Possessor may choose up to 1 ability from possessor's Morphically Replicated Essence Pattern Reservoir at the start of every thread and gain that ability for the duration of the thread, When possessor uses an ability with a listed Prime Attribute for an attack that would normally incorporate the Prime Attribute of the enemy using it were the enemy from the Enemy List that it is from to use it, possessor uses the Prime Attribute recorded with said ability
Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Formshift: Monster- (Stance Ability, Master of Monsters) Possessor's subtype becomes Monster
Manticore's Fire Breath- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and possessor's 'Ranged Attack' actions gain 30% inflicts Burning
Manticore Claws- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack and possessor's 'Melee Attack' actions gain 30% inflicts Wounded and 30% inflicts Wounded: Maimed
Manticore Spine Assault- (Technique Ability, Master of Monsters) Possessor may use 'Manticore Spine Assault' in conjunction with a 'Ranged Attack' action if possessor is a Monster and is in 'Form of Manticore' stance. Said action gains 8 additional hits divided among 8 and deals 1/4 Damage.
Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Manticore Tail- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack
Manticore Venom- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains 60% inflicts Poison, 60% inflicts Poison: Numbing Agent, 60% inflicts Poison: Atrophying Toxin, 60% inflict Poison: Slow-Acting Poison, 30% inflicts Paralyzed, 30% inflicts Stat Drain, 30% inflicts Stat Drain: ATK Drain, 30% inflicts Stat Drain: DEF Drain, 60% inflicts Pain, 60% inflicts Pain: Wracked, 30% inflicts Impaired, 30% inflicts Impaired: Blind, 30% inflicts Impaired: Defened, 30% inflicts Impaired: Slow, 30% inflicts Impaired: Silence, and ignores the Immunities to minor negative status effects of individuials below Level 20
Manticore Wings- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +500 AGI
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 Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Spits Flaming Spines- (Passive Ability, Master of Monsters) +500 Ranged Attack, 15% inflicts Burning, 5% inflicts Pain


Matrix Keeper
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI


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
Armor Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and +200 Defense for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Armor', 'Plating', 'Chassis', 'Carapace', 'Shield', 'Field', or 'Plate' in its name
Basic Mech Mechanical Upgrading- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +200 to all stats
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
Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
Basic Understanding of Mech Energy Systems- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +60 MP
Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Improved Understanding of Mech Energy Systems- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +2,000 MP
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 Propulsion System Designer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +300 to their turn-order-determining stat sums for turn-order-determining purposes
Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name


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 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
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
Malfunctioning Internal Car-Alarm System- (Passive Ability, Mechanist) Possessor has a 25% chance of inflicting Confusion: Enraged on each individual in the same battlespace at the start of each round
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes


Metamorph
Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Basic Fangs and Claws Mastery- (Passive Ability, Metamorph)- All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks
Basic Shapeshifed Form User- (Passive Ability, Metamorph)- All Shapeshifted Form 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
Deathshift (Beginner)- (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Form of Fox- (Stance Ability, Metamorph) +30 AGI
Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor
Form of Moving Light- (Stance Ability, Metamorph) Possessor gains +7,500 AGI while in this stance, Possessor gains 30% Light Resistance, 10% Fire Resistance, and 10% Ice Resistance while in this stance, Possessor becomes Light element while in this stance
Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Quick Transformations- (Active Ability, Metamorph)- Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action
Retain Shapeshifted Characteristics (Lesser)- (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Retain Shapeshifted Characteristics (Minor)- (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Reverse Deathshift (Beginner)- (Passive Ability, Metamorph)- Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Transformed Comfort- (Passive Ability, Metamorph)- All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them


Mind Lord
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element


Monk
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
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
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Gravato-Geoseismic Throw- (Technique Ability, Monk) Possessor may use 'Basic Gravato-Geoseismic Throw' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least two of possessor's weapon slots are open. Said attack gains +240 Melee Attack, may be made from the back row, and has a 15% chance of inflicting Stun. If this technique's user decides to pay 1,000 MP when using it and has at least 800 CON, said action may be made solely Earth element.
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.
Bat Fights Within the Night- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor gains Impaired: Blind Immunity.
Bat Style- (Stance Ability, Monk) Possessor gains +500 SPI and +5% To Hit.
Bat Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Soul while in 'Bat Style' stance. Possessor may use Techniques that require possessor be in 'Bat Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Soul. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Soul and in 'Bat Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Soul and is in 'Bat Style' stance. Possessor counts as possessing 8 additional Enslaver abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bat Style'.
Belligerent Kicking- (Passive Ability, Monk) Possessor's chances of inflicting Fatigued: Stun are increased by 20% if possessor is in 'Kangaroo Style' stance.
Belligerent Striking Stomp- (Technique Ability, Monk) Possessor may use 'Belligerent Striking Stomp' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Boar Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Stun.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorporated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Boar Charge- (Technique Ability, Monk) Possessor may use 'Boar Charge' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Boar Style' stance. Said action gains +500 Melee Attack and moves its user into the front row before it generates any attacks.
Boar's Pitching Thrust- (Technique Ability, Monk) Possessor may use 'Boar's Pitching Thrust' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Boar Style' stance. Said action gains +500 Melee Attack and may move any of its targets who are below Level 40 into the back row, with entities that were not moved by it having to be chosen first to correct row-imbalances if possible.
Boar-Rage Mind-Focusing- (Passive Ability, Monk) If possessor is in 'Boar Style' stance, whenever possessor would be afflicted with Confusion: Berserk or Confusion: Enraged, possessor may instead choose to be afflicted with Stat Boost: STR Boost.
Boar Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Chop Which Cracks Boulders Like Walnuts- (Technique Ability, Monk) Possessor may use 'Chop Which Cracks Boulders Like Walnuts' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack gainst +25 Melee Attack, and it gains an additional +150 Melee Attack and a 15% chance of inflicting Wounded against Earth element Elementals.
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Crane's Elongated Kick- (Technique Ability, Monk) Possessor may use 'Crane's Elongated Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +400 Melee Attack and may not be countered by entities below Level 40.
Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Crane Takes Flight- (Technique Ability, Monk) Possessor may use 'Crane Takes Flight' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +300 Melee Attack, deals full Damage to entities below Level 40 in the back row, and gives its performer a non-stacking buff that lasts 2 rounds that provides +200 Defense.
Crane Wing Shield- (Technique Ability, Monk) Possessor may use 'Crane Wing Shield' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Crane Style' stance. Said action gives its performer a non-stacking buff that lasts 5 rounds and provides +15% Resilience and +500 Defense.
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Fighting- (Passive Ability, Monk) Possessor gains +500 Defense if possessor has been attacked during this thread
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Ears of Bat- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor obtains +15% To Hit and +15% Dodge.
Elbow Tap- (Technique Ability, Monk) Possessor may use 'Elbow Tap' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +1 Melee Attack, deals a maximum of 1 Damage after Defense is applied, and has a 50% chance of inflicting Confusion: Enraged.
Endless Gallop- (Passive Ability, Monk) Possessor gains +500 CON, +5% Resilience, and +500 AGI while in 'Horse Style' stance.
Enemy-Locating Shout- (Technique Ability, Monk) Possessor may use 'Enemy-Locating Shout' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +15% To Hit and provides its possessor with +15% To Hit against opponents of its performer as a non-stacking buff, with said buff ceasing to apply against particular individuals as soon as they act.
Expert and Bobbing and Weaving- (Passive Ability, Monk) Possessor gains 25% Dodge against offensive actions that use Strength as their Prime Attribute, Possessor gains 7% Dodge, Possessor gains +5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses Strength as its Prime Attribute
Fangs Draw Blood From Unwary Prey- (Technique Ability, Monk) Possessor may use 'Fangs Draw Blood From Unwary Prey' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Wounded: Bleeding.
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Focused Hand- (Technique Ability, Monk) Possessor may use 'Focused Hand' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack becomes solely Physical element.
Focused Unarmed Technique Casting- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Unarmed Technique
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
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
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Has Undergone More Harsh Training III- (Passive Ability, Monk) +4,000 HP, 10% Resilience, 10% Dodge
Hopping Offensive- (Technique Ability, Monk) Possessor may use 'Hopping Offensive' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+200 Melee Attack and deals full Damage to targets below Level 40 in the back row) if targeting a single opposing target.
Horse's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Horse's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Horse Style' stance. Said action gains +400 Melee Attack, and the Dodge chances of its targets are reduced by 15% against it.
Horse Cardio- (Passive Ability, Monk) While possessor is in 'Horse Style' stance, possessor gains +500 CON, +5% Resilience, +5,000 HP, and 50% Fatigued Resistance.
Horse Style- (Stance Ability, Monk) Possessor gains +5% Resilience and +500 CON.
Improved Defensive Fighting- (Passive Ability, Monk) Possessor gains +1,000 Defense if possessor has been attacked during this thread
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Jester Monkey's Deadly Blow- (Technique Ability, Monk) Possessor may use 'Jester Monkey's Deadly Blow' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack, and its chances of inflicting minor negative status effects are raised by 15%.
Kangaroo's Defensive Hopping- (Technique Ability, Monk) Possessor may use 'Kangaroo's Defensive Hopping' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Kangaroo Style' stance. Said action provides its performer with a non-stacking buff that provides +20% Dodge until the end of the round.
Kangaroo's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Kangaroo's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+300 Melee Attack and '2 hits against 1 against opponents') if targeting a single opposing target.
Kangaroo K.O.- (Technique Ability, Monk) Possessor may use 'Kangaroo K.O.' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Stun) if targeting a single opposing target.
Kangaroo Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +5% To Hit.
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Levitation- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor gains 15% Dodge
Ki-Powered Casting- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may remove a stacked instance of said buff to make any one spell possessor is casting cost 500 less MP to cast, with a max of 5 such stackings being removed per spell
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Defense Mastery- (Passive Ability, Monk) Possessor is Immune to individuals below Level 20
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Master of Bat Style- (Passive Ability, Monk) Possessor gains +500 SPI and +5% To Hit while in 'Bat Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Mantis-Arm Dismembering Blow- (Technique Ability, Monk) Possessor may use 'Mantis-Arm Dismembering Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Wounded: Maimed; it applies a debuff that stacks 2 times that removes a weapon slot to targets below Level 40 that do not possess Wounded or Wounded: Maimed Resistance or Immunity.
Mantis Execution- (Technique Ability, Monk) Possessor may use 'Mantis Execution' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +500 Melee Attack and +5% Critical; if it is a Critical, it has a 30% chance of inflicting Instant Death on targets below Level 40.
Mantis Kills Its Former Lover- (Technique Ability, Monk) Possessor may use 'Mantis Kills Its Former Lover' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +500 Melee Attack against and deals Double Damage to (to a max of 30,000,000 additional Damage) entities that formerly had afflicted its performer with Charm or any of Charm's sub-status effects.
Mantis's Precision- (Passive Ability, Monk) While possessor is in 'Mantis Style' stance, possessor gains +5% Critical and +5% To Hit.
Mantis Preys Upon the Insect- (Technique Ability, Monk) Possessor may use 'Mantis Preys Upon the Insect' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +300 Melee Attack and +15% To Hit.
Mantis Style- (Stance Ability, Monk) Possessor gains +5% Critical and +500 Melee Attack.
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Memories of an Excellent Sensei- (Passive Ability, Monk) The first time per thread that possessor would be killed due to HP loss by a source at or below Level 20, possessor is instead not killed and placed at 1 HP
Mirror-Palm- (Technique Ability, Monk) Possessor may use this technique in conjunction with a 'Defend', 'Guard Other', or 'Guard Back Rank' action, so long as possessor possesses at least one open Weapon slot and no other technique is used. Possessor, as part of said action, gains a 20% chance of Reflecting actions from sources below Level 20 until the end of the round as a non-stacking buff.
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
Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Monkey Backflip Strike- (Technique Ability, Monk) Possessor may use 'Monkey Backflip Strike' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +200 Melee Attack, and its performer is moved to the back row at the end of it.
Monkey Gymnastics- (Technique Ability, Monk) Possessor may use 'Monkey Gymnastics' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Monkey Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds and provides +10% Dodge.
Monkey Leap- (Technique Ability, Monk) Possessor may use 'Monkey Leap' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and deals full Damage to entities below Level 40 in the back row.
Monkey Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack.
Monkey's Trick- (Technique Ability, Monk) Possessor may use 'Monkey's Trick' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and may not be countered by entities below Level 40.
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Nocturnal Predator's Claw- (Technique Ability, Monk) Possessor may use 'Nocturnal Predator's Claw' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +500 Melee Attack and ignores To Hit penalties on its performer that come from debuffs from sources below Level 40.
Nonlethal Knockout Chop- (Active Ability, Monk) Possessor may use 'Nonlethal Knockout Chop' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains +105 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Overwhelming Trample- (Technique Ability, Monk) Possessor may use 'Overwhelming Trample' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Horse Style' stance. Said action gains +400 Melee Attack, gains a 25% chance of inflicting Fatigued: Stun, and inflicts a debuff on its targets that are below Level 40 that lasts 2 rounds that, if present on all individuals in a row-order-formation's front row, causes individuals in the back row of said row-order formation to not halve Damage dealt to them.
Paragon of Physical Training- (Passive Ability, Monk) Monk abilities take possessor 1 less Week, to a minimum of 1 Week, to obtain in the Ability Shop
Poison-Amplifying Combat Techniques- (Passive Ability, Monk) While possessor is in 'Snake Style' stance, possessor's Poison infliction chances are increased by 30%.
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Sonic Fist- (Passive Ability, Monk) Possessor gains +250 Melee Attack if no non-Fist Weapon weapon is equipped, Possessor's Melee Attacks may use (AGI x .95) as their prime attribute if no non-Fist Weapon weapon is equipped, Possessor may choose to have possessor's attacks, if possessor has no weapon equipped, become solely Air element, Possessor may choose to have possessor's attacks, if possessor has Fist Weapons equipped as possessor's only weapons, become additionally Air element
Strengthened by Law- (Passive Ability, Monk) Possessor gains +100 unmodified STR while in a Zone of Law
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Stun Punch- (Technique Ability, Monk) Possessor may use 'Stun Punch' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has either a Fist Weapon equipped or no weapons equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Stun.
Serpent's Fang- (Technique Ability, Monk) Possessor may use 'Serpent's Fang' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Poison.
Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
Strength of the Boar- (Passive Ability, Monk) Possessor gains +500 STR while in 'Boar Style' stance.
Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
Tortoise's Defenses- (Passive Ability, Monk) If possessor is in 'Tortoise Style' stance, possessor obtains +500 Defense, +5% Resilience, and +500 CON.
Tortoise Hides Within Its Shell- (Technique Ability, Monk) Possessor may use 'Tortoise Hides Within Its Shell' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Tortoise Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds and provides +10% Resilience and +500 Defense.
Tortoise Shell Slam- (Technique Ability, Monk) Possessor may use 'Tortoise Shell Slam' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Tortoise Style' stance. Said action gains +400 Melee Attack and may incorporate Defense bonuses from items instead of Melee Attack bonuses (using capping for Defense bonuses instead of Melee Attack bonus capping).
Tortoise's Shell Weathers Elements- (Technique Ability, Monk) Possessor may use 'Tortoise's Shell Weathers Elements' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Tortoise Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds that provides +5,000 Defense against effects attached to Zones and 50% minor and moderate negative status effect Resistance against effects attached to Zones.
Tortoise Style- (Stance Ability, Monk) Possessor gains +5% Resilience and +500 Defense.
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Unarmed Technique Casting I- (Passive Ability, Monk) Unarmed Technique spells cost possessor 20 less MP to cast
Unarmed Technique Casting II- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
Vampire Kisses Oh-So Softly- (Technique Ability, Monk) Possessor may use 'Vampire Kisses Oh-So Softly' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +300 Melee Attack, gains a 50% chance of inflicting Wounded: Bleeding, gains a 50% chance of inflicting Impaired: Numb, and cannot be countered by sources below Level 40.
Very Healthy- (Passive Ability, Monk) Possessor has a 40% chance (this is not a Resistance percentage) of not being afflicted with any minor status effect that a source below Level 25 would otherwise afflict possessor with
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wingspan of the Crane- (Technique Ability, Monk) Possessor may use 'Wingspan of the Crane' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and applies a non-stacking buff to its performer that lasts 3 rounds and provides +500 Defense and +15% Resilience.
Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON



Mountain King
Adept Earth Synchronization- (Passive Ability, Mountain King) Amounts of Earth element Damage possessor deals are increased by 10,000 points, Earth 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 Earth element Spells, and may not be converted into other types of slots by individuals below Level 100
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 Command of Earth- (Passive Ability, Mountain King) Possessor's Earth 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 Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +100 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Can Detect Imminent Cave-Ins- (Passive Ability, Mountain King) Possessor may, at the start of each round, be informed of the number of opponents below Level 70 who can inflict Entombed that possessor is an opponent of
Dweller of Airless Caverns- (Passive Ability, Mountain King) Possessor gains Suffocation Immunity against sources below Level 40 while possessor is in a Zone of Earth
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
Expert Earth Synchronization- (Passive Ability, Mountain King) Earth element Damage dealt to possessor (not including healing) is halved, Earth element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Earth element accessories, and may not be converted into other types of slot by individuals below Level 100
Improved Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +250 to all stats
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Rooted to the Earth- (Passive Ability, Mountain King) Individuals below Level 20 may not shift possessor's row without possessor's permission if possessor is in a Zone of Earth


Musician
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can 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 Whistle- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Whistle' 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
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


Necromancer
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Age Self to Power Magic- (Passive Ability, Necromancy) When casting a Necromancy spell, if possessor is not afflicted with Fatigued: Elderly, possessor may pay 500 CON and be afflicted with Fatigued: Elderly, and, if possessor pays said cost (regardless of whether or not said affliction was successful), said spell costs possessor 500 less MP to cast, gains +200 additional Magical Attack if it possesses a Magical Attack bonus and has the stats of any summons that that it summons increased by 200 points, with all of said effects being non-stacking
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Create Riddle-Skulls- (Passive Ability, Necromancer) At the start of any round, possessor may pay 5,000 XP and 300,000 Gold to create a Riddle Skull, which must be carried in a Summon Slot; Each such Riddle Skull may be destroyed by any individual with over 15,000 MIN spending an action, each such Riddle Skull may deal up to 70,000 Flat Damage of any base element to up to three individuals with below 10,000 MIN at the start of each round; A max of 12 such Riddle Skulls may be created per creator at any one time
Defensive Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 Defense and 5% Physical Resistance
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Focused Necromancy Casting- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Necromancy
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Mastery of Bone Magic- (Passive Ability, Necromancer) All damage-dealing Necromancy spells with the words 'bone', 'skeleton' or 'skull' in them, or reasonable variations of those words, deal an additional 700 each time they deal damage or hit, to a maximum of 50 additional times per round
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 HP, +20 to all stats, and +300 damage dealt with all damage dealing attacks
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities


Nemesis
Apprentice Dark Transformation User- (Passive Ability, Nemesis) All of possessor's Dark Transformation 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 Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation 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
Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +10 to all stats
Dark Transformation Morphing II- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +250 to all stats
Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Defensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 Defense
Enthroned by Darkness- (Passive Ability, Nemesis) Possessor and possessor's allies may not be afflicted with Charm by sources below Level 25 if possessor is in a Dark Transformation and possessor is in a Zone of Darkness
Inner Shadows Bursting Forth- (Passive Ability, Nemesis) Possessor may create a Zone of Darkness when possessor enters a Dark Transformation transformation
Nemesis- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +(25* Possessor Level) to all stats
Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Speed-Focused Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 to their turn-order-determining stat sum for turn-order-determining purposes
Shadowed Transformation- (Passive Ability, Nemesis) Possessor counts as 1 Level higher (to a max of Level 40 as an effect that does not bypass Level-based immunities) for purposes of avoiding having its stats successfully scanned on the round after possessor transforms into a Dark Transformation if said transforming occurred while possessor was in a Zone of Darkness
Shadow-Empowered Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +500 to all stats if in a Zone of Darkness
Shadow-Fed Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations regenerate 5,000 HP at the start of each round if in a Zone of Darkness
Void's Breath Calls from Within- (Passive Ability, Nemesis) Possessor's Voidstruck infliction chances are increased by 10% if possessor has a Dark Transformation equipped or is in a Dark Transformation

Ocean Prince
Adept Water Synchronization- (Passive Ability, Ocean Prince) Amounts of Water element Damage possessor deals are increased by 10,000 points, Water 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 Water element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water 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 Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 to all stats
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 Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Expert Water Synchronization- (Passive Ability, Ocean Prince) Water element Damage dealt to possessor (not including healing) is halved, Water element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Water element accessories, and may not be converted into other types of slot by individuals below Level 100
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


Permanent Item Effect
Has Consumed 1 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos


Priest
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 Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
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
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
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
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
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
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
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
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
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
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
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
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
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
Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped


Puppet Master
Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Plush Toy Affinity- (Passive Ability, Puppet Master) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic count as Daemons for purposes of Puppet Master abilities, ) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic gain +30 to all stats
Puppet Master- (Passive Ability, Puppet 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 Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor


Radiant Hierophant
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 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 Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Eyes Lit With Wisdom- (Passive Ability, Radiant Hierophant) Possessor gain Impaired: Blind Immunity while possessor possesses no MIN Damage and is not afflicted with Stat Drain: MIN Drain, Possessor gains +1,500 Defense against MIN Damage while Light element
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
Meditation Upon Empty Whiteness- (Technique Ability, Other: Radiant Hierophant) Possessor may use 'Meditation Upon Empty Whiteness' in conjunction with a 'Meditate' action so long as possessor is Light or Void element, is in a single Zone of Light and no other Zone, and no other technique is used. Said action makes its performer either solely Light element or solely Light & Void element and gives its performer +6,000 MIN and SPI as a non-stacking buff.
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


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
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
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Bloody Hacking- (Active Ability, Ravager) +35 Melee Attack, 5% inflicts Wounded, this ability may be used in conjunction with a Melee Attack if an Axe is equipped so long as no other technique is used
Cleaving Axe- (Active Ability, Ravager) Once per action, if possessor defeats at least one enemy using a Melee Attack involving an Axe, possessor gets to make another identical attack at the same MP cost against another target if possessor so desires
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
Gravity Chop- (Technique Ability, Ravager) Possessor may use 'Gravity Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Head-Lopper- (Active Ability, Ravager) +75 Melee Attack, 5% inflicts Fear on each of target's allies if target of attack is killed by this attack, this ability may be used in conjunction with a Melee Attack so long as an Axe is equipped so long as no other technique is used
Mamma Bear Chop- (Technique Ability, Ravager) Possessor may use 'Mamma Bear Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Mancleaver- (Active Ability, Ravager) This character may use Mancleaver in conjunction with a Melee Attack, so long as no other technique is used and an Axe is equipped. This character gains +25 Melee Attack against Humans and +20 additional Melee Attack against Humans and Humanoids.
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.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Skull-Splitter- (Active Ability, Ravager) +45 Melee Attack, 5% inflicts Silence, this ability may be used in conjunction with a Melee Attack so long as an Axe is equipped so long as no other technique is used
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Woodsman's Expertise- (Passive Ability, Ravager) +25 Melee Attack against Animals when an Axe is equipped, +50 Melee Attack against Plants when an Axe is equipped


Ritualist
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
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
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached


Roboticist
Advanced Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 60% Charm Resistance
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 Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 20% Charm Resistance
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
Defensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +50 Defense
Offensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 50 points
Offensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 500 points
Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 40% Charm Resistance
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Speed-Focused Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 80% Charm Resistance
♢FQuick Part Replacement: Meat for the Mech!- (Passive Ability, Roboticist) Up to (Possessor's Level) times per round, when possessor inflicts Wounded: Maimed on an opponent, possessor may heal up to one Mech or Robot ally (or one Mech transformation that possessor is not currently in but has equipped) for (said afflicted individual's Level * 1,000,000, to a max of (Possessor's Level *1,000,000)) HP; said Robot or Mech obtains a buff that gives it the subtype Bio-Horror if said afflicted individual was not a Mech, Robot, Clockwork, Machine, Golem, or Elemental.


Rune Mage
Apprentice Rune Magic Attunement- (Passive Ability, Rune Mage) +250 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 30 less MP, All Rune Magic summons gain +50 to all stats
Assume Puppet's Element- (Passive Ability, Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Basic Knowledge of Defensive Runes- (Passive Ability, Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Basic Puppet Strings Training- (Passive Ability, Rune Mage) This character gains +12 Magical Attack when a Puppet Strings or the item "Puppet Strings" is equipped.
Basic Rune Magic Attunement- (Passive Ability, Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Basic Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Basic Runic Summon Power-Linking- (Passive Ability, Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats
Bound to Runes- (Passive Ability, Rune Mage) Possessor gains +25 to all stats for each Rune equipped, to a max of +5,500, Possessor counts as having 1 additional Rune equipped for purposes of Runes, Rune Magic spells, Rune Magic summons, and Rune Mage abilities
Can Store Power in Runes- (Passive Ability, Rune Mage) Whenever possessor applies a buff that comes from a Rune Magic spell that possessor casts, possessor may pay 50 MP, and, if possessor does so, possessor may choose to recover 50 MP when said buff either has its duration end or is voluntarily dropped, provided that possessor is alive and in the same battle as said buff at some time
Chain Cast Rune Magic (Minor)- (Active Ability, Rune Mage) Possessor and an ally with at least one Rune Magic spell equipped, no Glyph Magic spells equipped, and at least two Rune Mage abilities may both use their 1 turn to cast a Rune Magic spell using their combined stats, which costs them both MP and summons twice the normal number of Rune Magic Golem or Daemon summons if up to its normal max if it summons such creatures, said summons and any other effects of the spell may be tied to either caster
Create Runic Linkage- (Active Ability, Rune Mage) Possessor may skip an action to establish a Runic Linkage between possessor and any number of allies, All members of said linkage gain 50 MP and 5 points to all stats for each Rune accessory or Rune Magic spell that any member of the linkage has equipped to a max of 200 items granting bonuses total, if at least 5 members of the linkage possess Apprentice Rune Magic Attunement and Basic Chain Casting Attunement, all members of the linkage may use up to 2,000 MP from other members of the linkage per action, If possessor loses the buff effect that incorporates the linkage, then all members of the linkage lose its benefits, as the linkage is destroyed unless another member of the linkage also possesses Create Runic Linkage, in which case said individual may expend 500 MP to become the focus of the linkage
Creator of Shadow-Explosion Puppets- (Passive Ability, Rune Mage) Possessor's 'Exploding Puppets' ability may deal Darkness element damage instead of Fire element damage
Empowered by Runic Circles- (Passive Ability, Rune Mage) Possessor gains +200 to all stats if possessor possesses a Circle Effect that was created through a Rune Magic spell
Exploding Puppets- (Passive Ability, Rune Mage) Whenever one of possessor's Rune Magic summons that is a Golem dies, to a max of 50 times per round, possessor may deal 5,000 Flat Fire element damage to one chosen target
Fast Inscription- (Passive Ability, Rune Mage) Once per round, when possessor casts a Rune Magic spell as part of a 'Cast a Spell' action that has no opposing targets and is part of a non-offensive action, possessor, provided that possessor's turn-order-determining stat sum is at least twice that of any opponent, has a 20% chance of gaining an additional action with which possessor is only able to make a non-offensive 'Cast a Spell' action that must include a Rune Magic spell and cannot target opponents
Fell Seamstress (Apprentice)- (Passive Ability, Rune Mage) Possesso's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic regenerate 250 HP and 100 MP per round
Glyph Resistance- (Passive Ability, Rune Mage) Possessor gains 15% Glyph Magic Resistance
Improved Puppet Explosion Radius- (Passive Ability, Rune Mage) Possessor's 'Exploding Puppets' ability may damage three targets when it triggers instead of one
Improved Runic Stability- (Passive Ability, Rune Mage) Buffs and debuffs with possessor as a source that come from Rune Magic spells be altered or dispelled by sources below Level 40 that are below possessor's Level
Increased Runic Power Storage Capacity- (Passive Ability, Rune Mage) Possessor may pay 500 MP instead of 50 when paying MP for the 'Can Store Power in Runes' ability and, should possessor do so, possessor recovered 500 MP instead of 50 MP when said ability would cause possessor to recover MP for conditions relating to said MP expenditure
Instant Puppets!- (Passive Ability, Rune Mage) Whenever possessor summons 1 or more Rune Magic summons that are Golems that are below Level 40, possessor instead summons a number equal to the summon cap for said summon
Knowledge of Advanced Rune Inscription Techniques- (Passive Ability, Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 15 without possessor's consent
Knowledge of Common Rune Inscription Techniques- (Passive Ability, Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 5 without possessor's consent
Knowledge of Runes- (Passive Ability, Rune Mage) Possessor gains +200 MIN if possessor has a Rune equipped and at least 2 Rune Magic spells equipped
Rejection of Glyphs- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Glyph Mage abilities or has Glyph Magic equipped with a 10% chance that this damage inflicts pain, this damage ignores 3,000 Defense, possessor cannot use Glyph Magic and must forfeit all Glyph Mage abilities possessor would otherwise acquire
Rune Maker- (Passive Ability, Rune Mage) Possessor gains +20 to all stats for each Rune possessor has equipped
Rune Mage- (Passive Ability, Rune Mage) +500 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 50 less MP, +50 additional damage, -10 additional MP, and +40 HP to Rune Magic summons per possessor level
Rune Mage of Naria- (Passive Ability, Rune Mage) Possessor's bonuses to Divine Magic also apply to Rune Magic spells, Divine Magic spells cost 40 less MP to cast, Possessor's Rune Magic summons gain +150 to all stats, Possessor gains +50 to all uncapped stats for each Artifact owned or donated to Naria, whether equipped or not, Possessor must be a devout follower of Naria for this ability to take effect and cannot cease being so
Rune Magic Casting I- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 20 less MP to cast
Rune Magic Casting II- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 200 less MP to cast
See Through Puppet Eyes- (Passive Ability, Rune Mage) If possessor desires such, individuals below Level 40 treat possessor as having acted if any of possessor's Rune Magic summons that are Golems have acted, Has RP effects
Shielded By Runic Circles- (Passive Ability, Rune Magic) Possessor gains +1,000 Defense if possessor possesses a Circle Effect that was created through a Rune Magic spell
Understanding of Common Practices of Theoretical Rune Magic- (Passive Ability, Rune Mage) Possessor gains +500 MIN, Possessor gains an additional +300 MIN if possessor has at least two Rune Magic spells equipped


Scholar
Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book 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 a Book
Angel-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Asterismic-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Asterismics and gains +5% To Hit against Asterismics.
Asterismic-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Astral Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Book Wielding I- (Passive Ability, Scholar) +5 to all stats when a Book is equipped
Book Wielding II- (Passive Ability, Scholar) +25 to all stats when a Book is equipped, +50 Magical Attack when a Book is equipped
Book Wielding III- (Passive Ability, Scholar) Possessor gains +200 to all stats when a Book is equipped and +200 Magical Attack when a Book is equipped
Can Read Archaic Dwarven Languages- (Passive Ability, Scholar) +300 MIN, Possessor gains an additional +200 MIN if any of possessor's opponents' names include 'Dwarf' or 'Dwarven'
Celestial-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Crisis Overcrash: Supremacy Formula- (Technique Ability, Scholar) Possessor may use 'Crisis Overcrash: Supremacy Formula' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Book equipped. Said action gains +10,000 Magical Attack, inflicts all minor and moderate positive status effects on its caster, provides its caster with a non-stacking buff that provides +10,000 to all stats, inflicts all minor negative status effects on its target, and inflicts a non-stacking debuff that provides -10,000 to all stats. Said action sets its user's MP to 0 for the remainder of the thread.
Dizzying Passage- (Technique Ability, Scholar) Possessor may use 'Dizzying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Confusion.
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.
Enchanted Passage- (Technique Ability, Scholar) Possessor may use 'Enchanted Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Esoteric Impulse- (Technique Ability, Controller) Possessor may use 'Esoteric Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Mystic element, and gains '50% inflicts Manablasted: Mystic Overload'.
Envenomed Passage- (Technique Ability, Scholar) Possessor may use 'Envenomed Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Poison.
General Knowledge of Primitive Societies that Include Dinosaurs- (Passive Ability, Scholar) Possessor gains +25 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mastery of Many Topics- (Passive Ability, Scholar) Scholar abilities whose name includes 'Scholar of', 'Undestanding of', or 'Knowledge of' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
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 Lost Wisdom- (Passive Ability, Scholar) Possessor gains +5,000 MIN if any of possessor's allies are Primes, Asurii, Hollow-Souls, Asterismics, Ethryl, Nathryl, Reptiles, Ancients, Radiants, or Emissaries
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 Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Knowledge of Common Methods of Undeath- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Undead
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 2 Levels higher (to a max of Level 99) as an effect that does not bypass 'Immune to below Level X' abilities, Possessor obtains +500 MIN
Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Knowledge of Major Dwarven Clans- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Dwarf' or 'Dwarven'
Knowledge of Major Elven Houses- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Fae whose name includes 'Elf' or 'Elven'
Knowledge of Major Human Nations- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humans
Knowledge of Major Goblinoid Hordes- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Goblin' or 'Orc'
Knowledge of Major Religions- (Passive Ability, Scholar) Possessor gains +50 MIN and +50 SPI
Knowledge of Technology from Multiple Eras- (Passive Ability, Scholar) Possessor gains +200 MIN
Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Knowledge of Common Poisons and Poison-Treatment Techniques- (Passive Ability, Scholar) Possessor's Poison infliction chances are increased by 5%, Possessor gains +5% Poison Resistance
Knowledge of Common Curses and Curse-Protection Rituals- (Passive Ability, Scholar) Possessor's Hexed infliction chances are increased by 5%, Possessor gains +5% Hexed Resistance
Knowledge of Common Paralytic Substances and Their Counter-Agents- (Passive Ability, Scholar) Possessor's Paralyzed infliction chances are increased by 5%, Possessor gains +5% Poison Resistance
Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Knowledge of Major Restaurant Chains- (Passive Ability, Scholar) Possessor gains +20 MIN if an opponent has a Food item equipped or has a chance of dropping a Food item
Knowledge of Why Bears Are Awesome- (Passive Ability, Scholar) Possessor gains +50 MIN if one of possessor's allies names includes 'Bear', Possessor pets and summons whose name includes 'Bear' gain +200 to all stats
Knowledge of Proper Etiquette- (Passive Ability, Scholar) Possessor gains +50 MIN, possessor gains +50 additional MIN if an opponent is Nobility element
Mystical Passage- (Technique Ability, Scholar) Possessor may use 'Mystical Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Mystic element.
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Patterned Passage- (Technique Ability, Scholar) Possessor may use 'Patterned Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
True Magic Passage- (Technique Ability, Scholar) Possessor may use 'True Magic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Mystic element, and gains '30% inflicts Manablasted: Mystic Devastation'.
Unearthly Passage- (Technique Ability, Scholar) Possessor may use 'Unearthly Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Overload'.


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
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
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
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
♢Bloodshed-Sparked Genius- (Passive Ability, Scientist) Spells cost possessor (500 * Possessor Level * (The number of opponents possessor has killed or inflicted Wounded: Maimed on during the current round, to a max of 200)) less MP to cast, Possessor regenerates (1,000 * Possessor Level) MP whenever possessor kills or inflicts Wounded: Maimed on an opponents
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Has Reasearched Mechanical Entities- (Passive Ability, Scientist) Possessor gains +100 MIN for each Robot or Machine pet or summon possessor has equipped, to a max of +1,000 MIN, Possessor's Robot and Machine pets and summons gain +100 to all stats, Possessor's Clockwork pets and summons gain +50 to all stats
Has Reasearched Power Sources- (Passive Ability, Scientist) Possessor gains +500 MP for each Electrical, Energy, or Technology element item possessor has equipped, to a max of +20,000 MP, Possessor's Energy, Technology, and Electrical element Transformations, Pets, and Summons gain +500 MP
Has Reasearched Various Means of Transportation and Common Technologies Related to Them- (Passive Ability, Scientist) Possessor gains +100 MIN for each Vechicle, Vessel, War Machine, or Mech Transformation possessor has equipped, to a max of +1,000 MIN, Possessor's Vechicle, Vessel, Mech, and War Machine Transformations gain +100 to all stats
Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
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
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
Theoretical Scientist- (Passive Ability, Scientist) 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 Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, 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


Seer
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +1,000 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +1,000 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack


Sage

Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
As a Pillar of Heaven- (Technique Ability, Sage) Possessor may use 'As a Pillar of Heaven' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. For said action, one of wielder's equipped Staff weapons has its Magical Attack bonus converted into an equal Melee Attack bonus and added to any Melee Attack bonus that it would otherwise possess, Said action uses Spirit as its Prime Attribute, Wielder's per-item Melee Attack capping becomes based on Spirit for purposes of said action, Said action gains '100% inflicts Fatigued: Stun' and may gain '1 hit against 10,000' and deal 1/2 Damage
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Demon-Banishing Ritual Smiting- (Technique Ability, Sage) Possessor may use 'Demon-Banishing Ritual Smiting' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +1,600 Magical Attack, gains an additional +1,600 Magical Attack against Demons, Unsummons Demons below Level 60, and gains a 60% chance of inflicting Awestruck: Sealed on Demons.
Earth-to-Mud-Tap- (Technique Ability, Sage) Possessor may use 'Earth-to-Mud-Tap' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Cast a Spell' action so long as no other technique is used and possessor has a Staff equipped. Said action may add an effect to a Zone of Earth that provides -30% Dodge to all individuals in said Zone whose name does not include 'Mud' and does not stack.
Earth-to-Tar-Tap- (Technique Ability, Sage) Possessor may use 'Earth-to-Tar-Tap' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Cast a Spell' action so long as no other technique is used and possessor has a Staff equipped. Said action may add an effect to a Zone of Earth that provides -60% Dodge to all individuals in said Zone whose name does not include 'Tar' and does not stack.
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Extreme Pole-Vault- (Technique Ability, Sage) Possessor may use 'Extreme Pole-Vault' in conjunction with a 'Switch Rows' action so long as no other technique is used and possessor has a Staff equipped. Said action gives its performer a buff that lasts until the end of the round after the current round that causes its possessor to deal full Damage to targets below Level 60 in the back row.
Lordly Rod-Blast- (Technique Ability, Sage) Possessor may use 'Lordly Rod-Blast' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +600 Magical Attack, a 30% chance of inflicting Charm, and an optional 30% chance of inflicting Paralyzed
Orge High-Shaman's Skull-Bash- (Technique Ability, Sage) Possessor may use 'Orge High-Shaman's Skull-Bash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +1,200 Melee Attack, deals 1,200 MIN Damage, and gains a 60% chance of inflicting Fatigued: Stun and Stat Drain: MIN Drain
Piercing Blast- (Technique Ability, Sage) Possessor may use 'Piercing Blast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +800 Magical Attack and pierces 1,600 Defense.
Point the Staff at the Stands- (Technique Abliliy, Sage) Possessor may use 'Point the Staff at the Stands' in conjunction with a 'Focus', 'Aim', or 'Change Stance' action so long as no other technique is used, at least 5 non-opposing entities other than possessor are present in the same battlespace and possessor has a Staff equipped. Said action applies a non-stacking buff to its performer that gives +15% To Hit for purposes of its possessor's next attack.
Raging Earth Smash- (Technique Ability, Sage) Possessor may use 'Raging Earth Smash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +1,200 Melee Attack, gains the element Earth, and may gain '1 hit against 30' and 'deals 3/4 Damage'
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Sense the Earth's Vibrations- (Passive Ability, Sage) 5% Dodge non-Aerials, 104% to Hit non-Aerials, Possessor ignores the status effect Impaired: Blind, but not its sub-status effects, when attacking Earth element individuals while not in a Zone that is not a Zone of Earth
Shockwave-Generating Staff-Strike- (Technique Ability, Sage) Possessor may use 'Shockwave-Generating Staff-Strike' in conjunction with a 'Magical Attack', 'Melee Attack', 'Overdrive', or 'Melee Overdrive' action so long as no other technique is used and so long as possessor is wielding a staff. Said action gains +300 Magical Attack, gains +300 Melee Attack, and gains a 25% chance per entity of moving up to 25 individuals from each row-order-formation targeted by at least one hit of said action to the back row, with a 75% chance of inflicting Fatigued: Stun on any individual moved in said manner.
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Staff-Bat the Spell at the Target- (Technique Ability, Sage) Possessor may use 'Staff-Bat the Spell at the Target' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used, so long as a spell with a Magical Attack bonus is cast as part of said action, and so long as possessor is wielding a staff. Said action gains +70 Magical Attack and deals full Damage to targets below Level 10 in the back row.
Strike Which Brings Water from Rocks- (Active Ability, Sage) Possessor may use Strike Which Brings Water from Rocks in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +70 Melee Attack against Earth element targets, and, if this attack deals damage to an Earth element target, then user may immediately deal 2,000 flat Water element damage to up to 5 targets.
Stunning Staff-Slam- (Technique Ability, Sage) Possessor may use 'Stunning Staff-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Ten-Staff Shuffle- (Technique Ability, Sage) Possessor may use 'Ten-Staff Shuffle' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Magical Attack', or 'Magical Overdrive' action so long as no other technique is used, possessor has a Staff equipped, and possessor is carrying at least 9 unequipped Staff weapons. Possessor may unequip one Staff before each hit of said action and may then equip one Staff before each hit of said action
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread


Shadow Blade
Adept Knife Training- (Passive Ability, Shadow Blade) Knife weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Knife Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Knife
Aerial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Bane 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 +750 Magical Attack and +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
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.
Aerial-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Angel-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Bane 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 +750 Magical Attack and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-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 Angels and gains +5% To Hit against Angels.
Angel-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Anguilbiddian Jester-Strike- (Passive Ability, Shadow Blade) Possessor may use 'Anguilbiddian Jester-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +60,000 Melee Attack, gains a 25% chance of inflicting Instant Death on Celestials, Angels, Devas, Illuminated, Outsiders, Daemons, Devils, Demons, Spirits, and Elementals, and applies a non-stacking debuff that causes its possessor's actions to have a 25% chance of gaining the element Chaos.
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 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.
Celestial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Bane 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 +750 Magical Attack and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-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 Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Charging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Charging 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 +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Critical Stab- (Technique Ability, Shadow Blade) Possessor may use 'Critical 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 +5% Critical.
Daemon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Bane 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 +750 Magical Attack and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-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 Daemons and gains +5% To Hit against Daemons.
Daemon-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Darkspawn-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Darkspawn-Bane 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 +750 Magical Attack and +750 Ranged Attack against Darkspawns and gains +25% Critical against Darkspawns.
Darkspawn-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Darkspawn-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 Darkspawns and gains +5% To Hit against Darkspawns.
Darkspawn-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Darkspawn-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Darkspawns, gains +25% Critical against Darkspawns, gains +5% To Hit against Darkspawns, and gains 5% inflicts Instant Death against Darkspawns.
Deadly Knife-Strikes- (Passive Ability, Shadow Blade) Possessor's offensive actions gain '30% inflicts Wounded' if possessor is wielding a Knife
Deadly Stabs- (Passive Ability, Shadow Blade) Shadow Blade technique abilities whose name includes 'Stab' that are peformed by possessor have bonuses to Melee Attack that they provide increased by 5,000 points and provide the actions they are used as part of with +5% Critical
Debilitation Stab- (Technique Ability, Shadow Blade) Possessor may use 'Debilitation Stab' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +1,000 Melee Attack and '10% inflicts each minor negative status effect'.
Demon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Bane 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 +750 Magical Attack and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-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 Demons and gains +5% To Hit against Demons.
Demon-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Deva-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Bane 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 +750 Magical Attack and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Deva-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-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 Devas and gains +5% To Hit against Devas.
Devil-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Bane 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 +750 Magical Attack and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-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 Devils and gains +5% To Hit against Devils.
Devil-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Deft Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deft 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 +5% To Hit.
Dragon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dragon-Bane 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 +750 Magical Attack and +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dragon-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 Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dragon-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
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.
Dwarven Thief's Unseen Blade- (Passive Ability, Shadow Blade) If possessor's To Hit is at least 50% greater than the Dodge value of the target of one of possessor's attacks and said target has not acted yet on the round of said attack, possessor may gain a 30% chance of inflicting Wounded: Bleeding on the targets of said attacks provided that they were part of one of possessor's 'Melee Attack' actions and possessor is wielding a Knife
Elemental-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Elemental-Bane 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 +750 Magical Attack and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Elemental-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 Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Elemental-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Envenomed Stab- (Technique Ability, Shadow Blade) Possessor may use 'Envenomed 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 a 20% chance of inflicting Poison.
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Fae-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Fae-Bane 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 +750 Magical Attack and +750 Ranged Attack against fae and gains +25% Critical against Fae.
Fae-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Fae-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 fae and gains +5% To Hit against fae.
Fae-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Fae-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against fae, gains +25% Critical against fae, gains +5% To Hit against fae, and gains 5% inflicts Instant Death against fae.
Flame Stab- (Technique Ability, Shadow Blade) Possessor may use 'Flame 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 Fire element.
Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Frontstab- (Technique Ability, Shadow Blade) Possessor may use Frontstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. +45 Melee Attack, may not be used on targets who are in possessor's row formation.
Hexing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Hexing 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 a 20% chance of inflicting Hexed.
Human-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Bane 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 +750 Magical Attack and +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-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 Humans and gains +5% To Hit against Humans.
Human-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Bane 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 +750 Magical Attack and +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-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 Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.
Hungering stab- (Technique Ability, Shadow Blade) Possessor may use 'Hungering stab' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Ill Stab- (Technique Ability, Shadow Blade) Possessor may use 'Ill 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 a 20% chance of inflicting Diseased.
Illuminated-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Illuminated-Bane 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 +750 Magical Attack and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Illuminated-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 Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Illuminated-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impairing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Impairing 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 a 20% chance of inflicting Impaired.
Improved Envenomed Stab- (Passive Ability, Shadow Blade) Possessor's 'Envenomed Slash' technique has its chance of inflicting Poison increased to 30%
Improved Paralytic Stab- (Passive Ability, Shadow Blade) Possessor's 'Paralytic Stab' technique has its chance of inflicting Paralyzed increased to 30%
Knife Fighter- (Passive Ability, Shadow Blade) Possessor gains +1% To Hit, +1% Dodge, and deals 200 additional Damage while possessor has a Knife equipped
Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities
Knife-Sharpening- (Passive Ability, Shadow Blade) Possessor gains +5% Critical while wielding a Knife
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is Knife Wielding III- (Passive Ability, Shadow Blade) Possessor gains +200 to all stats when a Knife is equipped and +200 Melee Attack when a Knife is equipped
equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives
Lunging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Lunging 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 +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more
Monster-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Bane 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 +750 Magical Attack and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-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 Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Outsider-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Bane 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 +750 Magical Attack and +750 Ranged Attack against Outsider and gains +25% Critical against Outsider.
Outsider-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-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 Outsider and gains +5% To Hit against Outsider.
Outsider-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Outsider, gains +25% Critical against Outsider, gains +5% To Hit against Outsider, and gains 5% inflicts Instant Death against Outsider.
Painful Stab- (Technique Ability, Shadow Blade) Possessor may use 'Painful 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 a 20% chance of inflicting Pain.
Paralytic Stab- (Technique Ability, Shadow Blade) Possessor may use 'Paralytic 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 a 20% chance of inflicting Paralyzed.
Pelican Ripper- (Active Ability, Shadow Blade) This character may use Pelican Ripper in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. This attack gains +400 Melee Attack against Aerials and has a 5% chance of inflicting AGI Drain on Aerials.
Plant-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-Bane 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 +750 Magical Attack and +750 Ranged Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-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 Plants and gains +5% To Hit against Plants.
Plant-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
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.
Shadow-Clone Flurry- (Passive Ability, Shadow Blade) Possessor's 'Trails Blurred Shadow Clones' may generate a stacked instance of the buff it provides for each hit that is part of an action that it would provide buffs during instead of a single stacked instance of said buff for the whole of said action.
Shadow-Gathering Sprint- (Technique Ability, Shadow Blade) Possessor may use 'Shadow-Gathering Sprint' in conjunction with a 'Switch Rows' action. Said action provides possessor with a buff that does not stack, lasts 2 rounds, and provides +15% Dodge.
Shadow-Trailing Motion- (Passive Ability, Shadow Blade) Whenever possessor switches rows, is either Darkness element or has a Knife equipped, and does not have the option to have the ability 'Trails Blurred Shadows Clones' provide it with a buff due to the ability 'Shadow-Trailing Sprint', possessor may choose for the ability 'Trails Blurred Shadow Clones' to provide possessor with a copy of the buff it provides that lasts until the end of the round
Shadow-Trailing Sprint- (Passive Ability, Shadow Blade) Whenever possessor conducts a 'Switch Rows' action and is either Darkness element or has a Knife equipped, possessor may choose for the ability 'Trails Blurred Shadow Clones' to provide possessor with a copy of the buff it provides that lasts until the end of the round
Shapeshifter-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Bane 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 +750 Magical Attack and +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-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 Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Spirit-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spirit-Bane 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 +750 Magical Attack and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spirit-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 Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spirit-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Stab Flurry- (Technique Ability, Shadow Blade) Possessor may use 'Stab Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains '3 hits against 1' and deals 1/3 Damage.
Stab! Stab! Stab!- (Technique Ability, Shadow Blade) Possessor may use 'Stab! Stab! Stab!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +300 Melee Attack and inflicts Invigorated on its performer.
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Surprise Stab- (Technique Ability, Shadow Blade) Possessor may use 'Surprise 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 against targets that have not yet acted.
Thirsty stab- (Technique Ability, Shadow Blade) Possessor may use 'Thirsty 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 +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Thought Stab- (Technique Ability, Shadow Blade) Possessor may use 'Thought 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 Psychic element.
Throat-Slitter- (Active Ability, Shadow Blade) +55 Melee Attack, 5% inflicts Silence, 5% inflicts Wounded, this attack has no effect if used after target has taken an action, this ability may be used in conjunction with a Melee Attack so long as a Dagger is equipped so long as no other technique is used
Trails Blurred Shadow-Clones- (Passive Ability, Shadow Blade) When possessor either has a Knife equipped or is Darkness element and conducts a 'Melee Attack' or 'Ranged Attack' action, possessor obtains a buff that lasts until the end of the round, stacks 5 times, and provides +5% Dodge
Toxin Blow- (Technique Ability, Shadow Blade) Possessor may use 'Toxin Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +600 Melee Attack and '50% inflicts Poison'.
Undead-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Bane 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 +750 Magical Attack and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-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 Undead and gains +5% To Hit against Undead.
Undead-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Slaying 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 +1,000 Magical Attack and +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Unexpected Stab- (Technique Ability, Shadow Blade) Possessor may use 'Unexpected 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 +500 Melee Attack against targets that have not yet acted.
Vexatious Stab- (Technique Ability, Shadow Blade) Possessor may use 'Vexatious 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 +200 Melee Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.


Siegemaster
Apprentice Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +50 Ranged Attack if possessor has a Siege Weapon equipped
Peerless Understanding of the True Power of the Siege Weaponry- (Passive Ability, Other: Siegemaster) Possessor treats Siege Weaponry as a Tier 2 Weapon subtype. Other entities treat instances of Siege Weaponry wielded by possessor as a Tier 2 Weapon subtype.
Critical Siege- (Technique Ability, Other: Siegemaster) Possessor may use 'Critical Siege' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +5% Critical.
Basic Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +6 Ranged Attack if possessor has a Siege Weapon equipped
Bring Down the Walls- (Technique Ability, Other: Siegemaster) Possessor may use 'Bring Down the Walls' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +2,500 Ranged Attack, sets the Defense and Resilience of Large Structure targets below Level 45 that are not 10 or more Levels greater than its performer to 0 until the end of the round, and deals 50,000 additional Damage to Large structure targets.
Basic Siege Coordination- (Passive Ability, Other: Siegemaster) Possessor's allies who have a Siege Weapon equipped have their 'Ranged Attack' and 'Ranged Overdrive' actions deal 50,000 additional Damage
Impact Siege- (Technique Ability, Other: Siegemaster) Possessor may use 'Impact Siege' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Physical element.
Mortar-Buster- (Technique Ability, Other: Siegemaster) Possessor may use 'Mortar Buster' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack deals 250 CON Damage to Large Structure targets and has its stat damage cap raised by 500 points against Large Structures.
Prolonged Bombardment- (Technique Ability, Other: Siegemaster) Possessor may use 'Prolonged Bombardment' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +2,500 Ranged Attack and repeats itself against its Large Structure targets at the start of each consecutive round so long as none of its performer's other actions repeated already on that round.
Siegemaster- (Passive Ability, Other: Siegemaster) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack and + (50 + 10 * Possessor Level) to all stats if possessor has a Siege Weapon equipped


Slasher
Artist of Murder- (Passive Ability, Other: Slasher) Sword, Knife, and Axe Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may obtain a chosen minor positive status effect whenever possessor kills an opponent with an action that involves possessor casting a Murder Arts spell (to a max of obtaining one effect per action)

Slayer
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 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 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.
Beast-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Animals.
Bird-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Aerials.
Drake-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Dragons.
Elf-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Fae.
Fish-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Aquatics.
Knows the Common Weak Points of Dragons- (Passive Ability, Slayer) Possessor gains +1% Critical against Dragons while wielding a Deadly Item
Knowledge of Basic Dwarven Dragon-Fighting Techniques- (Passive Ability, Slayer) Possessor gains +1% Dodge, Resilience, To Hit, and Critical against Dragons
Drake-Wounding Blow- (Technique Ability, Slayer) Possessor may use 'Drake-Wounding Blow' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +25 Melee Attack, Ranged Attack, or Magical Attack against Dragons and gains +1% Critical against Dragons.
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
Stat-Defense-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 Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Straight-Into-The-Mouth Stadium Burger-Toss- (Technique Ability, Slayer) Possessor may use Stright-Into-The-Mouth Stadium Burger-Toss in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Burger', 'Sandwitch', 'Hot Dog', or 'Pizza'. Said action gains +10% To Hit as a non-stacking effect, 'May Heal', and '30% may inflict Suffocation'
Tar-Sea-Captain's All-Terrain Boating Rampage-Stance- (Stance Ability, Slayer) Possessor, if wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht', counts as being in an additional Zone of Earth, Water, and Darkness and counts as additionally being in the Phantom Terrain 'Ocean' and 'Tar Pit', additionally gaining +1,000 to all stats and +1,000 Melee Attack
Ten-Boat Acrobatic Mid-Battle Shuffle-Step- (Technique Ability, Slayer) Possessor may use 'Ten-Boat Acrobatic Mid-Battle Shuffle-Step' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Ranged Overdrive' action so long as no other technique is used, possessor has a wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' equipped, and possessor is carrying at least 9 unequipped wielding a Deadly Items whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Possessor may unequip one wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' before each hit of said action and may then equip one wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' before each hit of said action


Smith
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword equipped
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Spatial Mage
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Spatial-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance


Subspace Architect
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Dwarven Fortress-Planner- (Passive Ability, Other: Subspace Architect) Possessor's Earth-element Large Structure pets and summons obtain +2,000 Defense, +500 MIN, +500 CON, +5% Resilience, and +500,000 HP as a non-stacking bonus
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor


Spy
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Alien- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Alien and a Disguise equipped by possessor is changing possessor's subtype to Alien
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Basic Ability to Successfully Disguise Oneself as a Aquatic- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aquatic and a Disguise equipped by possessor is changing possessor's subtype to Aquatic
Basic Ability to Successfully Disguise Oneself as a Astral Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Astral Being and a Disguise equipped by possessor is changing possessor's subtype to Astral Being
Basic Ability to Successfully Disguise Oneself as a Celestial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Celestial and a Disguise equipped by possessor is changing possessor's subtype to Celestial
Basic Ability to Successfully Disguise Oneself as a Darkspawn- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Darkspawn and a Disguise equipped by possessor is changing possessor's subtype to Darkspawn
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Basic Ability to Successfully Disguise Oneself as a Devil- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Devil and a Disguise equipped by possessor is changing possessor's subtype to Devil
Basic Ability to Successfully Disguise Oneself as a Humanoid- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Humanoid and a Disguise equipped by possessor is changing possessor's subtype to Humanoid
Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Basic Ability to Successfully Disguise Oneself as a Machine- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Machine and a Disguise equipped by possessor is changing possessor's subtype to Machine
Basic Ability to Successfully Disguise Oneself as a Plant- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Plant and a Disguise equipped by possessor is changing possessor's subtype to Plant
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped


Summoner
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summoner-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 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
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
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 Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats


Superhero
Can Make Beastmen Think You Look Like a Strangely-Sized Long-Eared Rabbit on Thursdays When There is a Full Moon- (Passive Ability, Superhero) Possessor gains 15% Dodge against individuals whose name includes 'Beastman' if it is the fourth round of battle and if possessor is in a Chronogeomantic Zone of Night and (a Zone of Light or a Zone of Magic)
Can Turn Invisible When Near Horses- (Passive Ability, Superpower) Possessor may, at the start of any round during which possessor is in the same battle as any Steed transformation or any individual whose name includes 'Horse', 'Destrier', 'Mare', 'Filly', or 'Pony', obtain a buff that does not stack and provides +20% Dodge


Temporal Primarch
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Asynchronous Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detect Time- (Passive Ability, Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Establish Temporal Prison- (Passive Ability, Other: Temporal Primarch) Whenever possessor would afflict an individual 20 or more Levels lower than possessor with Entombed: Incarcerated, possessor may instead afflict said individual with Petrified: Time Stop
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Officer in the Time Police- (Passive Ability, Other: Temporal Primarch) Whenever an individual conducts a Time element action, possessor may choose to have a 40% chance of afflicting said individual with Entombed: Incarcerated
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action


Thief
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells gain +10 Melee Attack and cost 10 less MP, user gains +20 AGI on the first turn of battle
Focused Thief Arts Casting- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Thief Arts
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
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
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 Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points


Unbound Guru
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void 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 Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Agility Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: AGI Drain Immunity
All Is Right With the World- (Passive Ability, Other: Unbound Guru) At the start of each round that possessor is in a battlespace that none of possessor's opponents are present in and possessor is Void element, possessor is cured of all Damage (including MP Damage and Gold Damage), Stat Damage, debuffs, and negative status effects from sources below Level 60
And The Void Does Not Care- (Technique Ability, Other: Unbound Guru) Possessor may use 'And The Void Does Not Care' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Ranged Attack', 'Magical Attack', 'Meditate', or 'Cast a Spell' action so long. Said action's targets acquire a non-stacking debuff that makes them unable to obtain new positive status effects.
Apprentice Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void 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 Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense against Void
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Arrival Upon a Wave of Void- (Passive Ability, Other: Unbound Guru) Possessor may, when entering a battlespace from a battlespace created through possessor's 'Guru's Empty Sanctum' ability, choose to deal all other individuals in said battlespace 400,000 Flat Void element Damage, may choose to remove up to 1 buff or debuff from a source below Level 40 from each individual in said battlespace, and may unsummon any summons below Level 40 in said battlespace
Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Basic Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +50 to all stats
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Void-Engine Design- (Passive Ability, Other: Unbound Guru) Possessor's Mech, Vehicle, and Vessel transformations' abilities cost 50 less MP while possessor is in a Zone of Void
Basic Void-Fuelled Casting- (Passive Ability, Other: Unbound Guru) Spells cost possessor 50 less MP to cast if possessor is Void element or in a Zone of Void
Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Basic Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +10 to all stats
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
Belly Full of Emptiness- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count as possessing up to 5 additional buffs from Food or Drink consumables and may choose at the start of any round to count as using a Food and/or Drink consumable on themself
Body of Disjoined Parts- (Passive Ability, Other: Unbound Guru) Possessor gains Wounded Immunity if Void element and cannot lose slots to sources below Level 60 unwillingly if Void element
Building Castles Within Emptiness- (Passive Ability, Other: Unbound Guru) Possessor's Large Structure summons may, as a buff at the time of their craetion, gain the element Void, and, if they Void element (including via gaining it through this ability), they obtain, as a non-stacking buff at the time of their creation, +5,000 to all stats, +500,000 HP, and +5,000 Defense against Stat Damage, Possessor may build void-castles as an RP power
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Cast the Dead Into Void- (Active Ability, Other: Unbound Guru) If possessor is Void element, possessor may spend an action to remove all corpses from the battlespace possessor is in
Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Constitution Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: CON Drain Immunity
Control of Void- (Passive Ability, Other: Unbound Guru) Possessor has a 20% chance of being able to cancel the actions of Void element individuals below Level 20, with things that would occur before and after said actions still occurring
Control Void-Echoes- (Active Ability, Other: Unbound Guru) If possessor is Void element, possessor may spend an action to replicate a copy of any buff or debuff from a source lower Level than possessor that was previously present on any individual in the same battlespace as possessor on said individual if said individual is either willing or below Level 60 and place it on said individual
Cosmic Chiming of Empty Crystals- (Passive Ability, Other: Unbound Guru) If possessor is void element, possessor may choose to count any individual below Level 60 as additionally possessing any combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void, may cause any such individual to treat any combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by any individual below Level 60 (who is not 20 or more Levels greater than possessor), the elements of any individual below Level 60 (who is not 20 or more Levels greater than possessor)'s attacks, or the elements of any individual below Level 60 (who is not 20 or more Levels greater than possessor)'s actionsthe default element instead of Null
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Cosmic Harmonization of Void and Air- (Passive Ability, Other: Unbound Guru) Possessor may count Wind Duke abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Wind Duke abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Wind Duke)
Cosmic Harmonization of Void and Earth- (Passive Ability, Other: Unbound Guru) Possessor may count Mountain King abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Mountain King abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Mountain King)
Cosmic Harmonization of Void and Fire- (Passive Ability, Other: Unbound Guru) Possessor may count Blazing Sultan abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Blazing Sultan abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Blazing Sultan)
Cosmic Harmonization of Void and Metal- (Passive Ability, Other: Unbound Guru) Possessor may count Archsmith of Metal abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Archsmith of Metal abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Archsmith of Metal)
Cosmic Harmonization of Void and Water- (Passive Ability, Other: Unbound Guru) Possessor may count Ocean Prince abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Ocean Prince abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Ocean Prince)
Cosmic Harmonization of Void and Wood- (Passive Ability, Other: Unbound Guru) Possessor may count Lord of Trees abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Lord of Trees abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Lord of Trees)
Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Doors-to-Mist Approach- (Passive Ability, Other: Unbound Guru) If possessor attempts to leave a battlespace, individuals in said battlespace below Level 60 obtain a debuff that makes them unable to prevent possessor or possessor's allies from leaving said battlespace during the current round
Eerily-Glowing Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to scan the stats of any one individual at the start of each round
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void 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 Void
Empty Mind Discipleship- (Passive Ability, Other: Unbound Guru) Possessor obtains +200 MIN and +200 Defense against MIN Damage if Void element
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Empty Veins Perfection- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Wounded: Bleeding while Void element, Possessor obtains +200 unmodified CON and +200 unmodified SPI while Void element
Empty Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore To Hit penalties from sources below Level 40
Empty World Shell Games- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, whenever one of possessor's equipped items would be destroyed by a source below Level 80, unequip said item, prevent its destruction, and remove it from battle until the end of the round, Possessor may, if Void element, redirect attacks from individuals below Level 30
Enlightened Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor may not take MIN Damage from sources below Level 60 if Void element
Erasing Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Erasing Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and unsummons targets who are summons below Level 40.
Erasing Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and unsummons targets who are summons below Level 40.
Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Feel the Missing Presences- (Passive Ability, Other: Unbound Guru) When one of possessor's unique allies is removed from a thread that possessor is in, possessor obtains a non-stacking instance of a buff called 'Something is Missing'; The first time per thread that possessor possesses five dead unique allies, possessor obtains a non-stacking instance of a buff called 'Something is Missing'
Feel the Vanished Spirits of Those Departed- (Passive Ability, Other: Unbound Guru) When one of possessor's unique allies is dead and its corpse is removed from battle, possessor obtains a non-stacking instance of a buff called 'Something is Missing'
Float Through Void Through Will and Thought- (Passive Ability, Other: Unbound Guru) Possessor may use Mind or Spirit as possessor's turn-order-determining stat while in a Zone of Void
Greater Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 25,000 points
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Harmonious Self-Control- (Passive Ability, Unbound Guru) Possessor obtains 50% Charm Resistance and suffers no negative effect from the Curse 'Can't Get Revved Up Without A Morning Cheeseburger'
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Improved Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void 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 Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5,000 Defense against Void
Improved Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +2,000 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +1,000 to all stats while in a Zone of Void
Inner Void Extrusion- (Technique Ability, Other: Unbound Guru) Possessor may use 'Inner Void Extrusion' in conjunction with a 'Meditate', 'Cast a Spell', or 'Magical Attack' action so long as no other technique is used and possessor is Void element. Said action moves one Zone created by its performer's 'Guru's Empty Sanctum' ability from a battlespace created by its performer's 'Guru's Empty Sanctum' ability into the battlespace that its performer is present in until the end of the round (with said Zone moving to the battlespace it was moved from at the round's end if such is still possible and not moving if such is not possible)
Inner Void Understanding- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespaces and zones created through possessor's 'Guru's Empty Sanctum' ability while Void element even while not in those battlespaces, with said presence counting as possessor additionally being present in said battlespace and not making possessor stop counting as being present in any other battlespace
Meditating Atop the Void- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, perform 'Meditate' actions while in the front row
Meditating Upon What Was Lost- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses an instance of a buff named 'Something is Missing', possessor may obtain a non-stacking buff that provides +50,000 to all stats when possessor performs a Meditate action
Meditation of Balance- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Balance' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that causes all of its possessor's stats to count as a value equal to the average of all of its possessor's stats so long as its possessor is Void element.
Meditation of Banishing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Banishing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may unsummon 1 target below Level 60.
Meditation of Cleansing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 debuff from a source below Level 60 from any one target.
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Erasing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 buff from a source below Level 60 from any one target.
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Meditation of Past and Future- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Past and Future' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may be delayed up to 12 rounds and may place a replicated copy of any one buff or debuff from a source below Level 60 that was previously present on its performer but is no longer present on its performer on its performer.
Meditation of Rest- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Rest' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action's performer regenerates 2,000,000 HP and 2,000,000 MP.
Meditation of Second Breath- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Past and Future' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action's performer obtains a non-stacking buff that, once across all copies of said buff from all sources per individual, resurrects its possessor upon death.
Meditation to Uplift the Self Into the Void to Seek Release from Temporal Frailty- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Banishing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element or is in a Zone of Void. Said action's performer obtains a buff that stacks 5 times that lasts until the end of the round that causes its performer to ignore the negative effects of any one chosen minor or moderate negative status effect (including sub-status effects) that said action's performer is afflicted with until the end of the round.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Meditative Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor may choose, at the beginning of a thread, to become solely Void element
Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Mind Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: MIN Drain Immunity
Missile-Displacing Void Curtain- (Passive Ability, Other: Unbound Guru) Possessor gains +40,000 Uncapped Defense against actions from sources below Level 60 who are in the back row (or actions that are 'Ranged Attack', 'Snipe', or 'Ranged Overdrive')
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Nourished By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Void
Nowhere-Yet-Everywhere Presence Extrusion- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespace that possessor would possess at least one ally in but would possess no opponents in and may target individuals in said battlespaces
Nullify Void- (Passive Ability, Other: Unbound Guru) Possessor may remove the element Void from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Void-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Void-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Void from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Philosopher of Empty Spaces- (Passive Ability, Other: Unbound Guru) If possessor is Void element and is the only individual present in all battlespaces that possessor is present in at the start of a round, possessor obtains an extra action on said round that may not be used while in the same battlespace as any other individual
Philosophy of Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains +500 to all stats and an additional +5,000 to MIN
Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Pulling the Dead from the Spaces Between- (Technique Ability, Other: Unbound Guru) Possessor may use 'Pulling the Dead from the Spaces Between' in conjunction with a 'Meditate' action so long as possessor is Void element, a Zone of Void is present, and no other technique is used. Said action resurrects an entity whose corpse is not present in the same battlespace as its performer provided that said entity was not killed by a source 5 or more Levels greater than its performer or that is Level 90 or greater
Pure-Black Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore Dodge bonuses from sources below Level 40
Read Words Unwritten- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, choose choose to treat any individual below Level 60 present in the same battlespace as possessing a buff or debuff of the same name of any buffs or debuffs previously present on said individual that are no longer present on said individual (with the buff or debuff counting as possessing no text other than its name for said purpose)
Reflect Void- (Passive Ability, Other: Unbound Guru) Possessor Reflects Void against sources below Level 20 if Level 20 or greater
Remnant Blast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Remnant Blast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +7,000 Ranged Attack, +7,000 Magical Attack, and may replicate a copy of any debuff from a source lower Level than its performer that was previously present on its target on said target if said target is either willing or below Level 60 and place it on said target.
Remnant Strike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Remnant Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +7,000 Melee Attack and may replicate a copy of any debuff from a source lower Level than its performer that was previously present on its target on said target if said target is either willing or below Level 60 and place it on said target.
Sanctum-Bolstered Meditation- (Passive Ability, Other: Unbound Guru) If possessor performs a 'Meditate' action while in a battlespace or Zone created through possessor's 'Guru's Empty Sanctum' ability, possessor obtains a buff that stacks 5 times that provides +500 to all stats
Scourging Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and removes 1 buff or debuff from a source below Level 40 from each target.
Scourging Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and removes 1 buff or debuff from a source below Level 40 from each target.
See Void-Echoes- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, choose at the start of any action to see a list of the names of buffs or debuffs previously present on any individual below Level 60 present in the same battlespace that are no longer present on said individual
Siege-Breaking Void Cannons- (Passive Ability, Other: Unbound Guru) Whenever an individual attempts to enter a battlespace created by possessor's 'Guru's Empty Sanctum' ability while possessor is present in said battlespace, possessor may choose to deal said invidual 60,000,000 Flat Void element Damage, with said individual having a 25% chance of failing to enter said battlespace if below Level 80, and with said Damage counting as coming from a Void element Large Structure wielding a Siege Weapon
Sight Without Sight- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Blind while Void element
Sound Without Sound- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Deaf or Impaired: Mute while Void element
Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Spirit Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: SPI Drain Immunity
Spirit-Pacifying Aura- (Stance Ability, Other: Unbound Guru) If possessor is Void element, possessor's opponents may not summon Spirits below Level 40, and non-unique Spirits of lower Level than possessor that possessor summons may not be uncontrolled
Stability Within Void- (Passive Ability, Other: Unbound Guru) Possessor gains 25% minor negative status effect resistance while in a Zone of Void
Stepping Across the Void- (Passive Ability, Other: Unbound Guru) Possessor, if Void element, may not be prevented from entering or leaving battlespaces by individuals below Level 40
Stepping Through Emptiness- (Active Ability, Other: Unbound Guru) Possessor may spend an action to enter or leave a battlespace created by possessor's 'Guru's Empty Sanctum' ability (entering any other battlespace that is part of the same battle if choosing to leave said battlespace) so long as no individual of Level 60 or greater in either the battlespace being entered or the battlespace being left objects
Storing Treasures Nowhere- (Active/Passive Ability, Other: Unbound Guru) Possessor may carry up to 20 additional unequipped items into threads if Void element, Possessor may spend an action to unequip any one item carried by possessor and remove it from battle until the end of the round, This storage may last longer in RP effects
Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Strength Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: STR Drain Immunity
Striking With Echoes and Memories- (Passive Ability, Other: Unbound Guru) Possessor obtains +50,000 Melee Attack, Ranged Attack, and Magical Attack while possessor possesses an instance of a buff called 'Something is Missing', Possessor's offensive actions may gain '100% inflicts Confusion: Depression', '100% inflicts Fatigued: Elderly' or '50% inflicts Voidstruck and Mindblaster' while possessor possesses an instance of a buff named 'Something is Missing' and is Void element
Tear Open Void-Wounds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Tear Open Void-Wounds' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +7,000 Melee Attack and Damage (including MP Damage, Gold Damage, and Stat Damage) dealt by said action may not be healed or regenerated by non-Void-element individuals below Level 60.
Tempered by Loss With Will of Steel- (Passive Ability, Other: Unbound Guru) Possessor obtains +45,000 to all stats while possessor possesses an instance of a buff called 'Something is Missing', Possessor gains Charm Immunity and Confusion Immunity while possessor possesses an instance of a buff named 'Something is Missing' and is Void element
Temporally-Distorted Void Training-Sanctum Creation- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that gives possessor and each of possessor's extra allies an extra action each round that they begin in the battlespaces that said zones are present in, to a max of 1 such additional action per round, with said actions only being able to be used in the battlespaces they are obtained in, and for possessor (or any of possessor's allies) who begins 5 consecutive rounds within said zone a non-stacking buff that provides +2 to all base stats
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Unbound Through Wisdom- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element if possessor does not possess any MIN Damage
Understanding of the Bonds of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Void element individual
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Understanding of Void Patterns- (Passive Ability, Other: Unbound Guru) Possessor obtains +30,000 MIN while in a Zone of Void
Unfettered Mantra- (Stance Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Unbound Guru's Void-Crossing Plane-Walking- (Passive Ability, Other: Unbound Guru) Possessor, while Void element, gains Immunity to Vanished from sources below Level 60 and 5% Vanished Resistance
Understanding of Void as the Core of Esoteric Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Wood and Metal for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Wood and Metal for purposes of Elementalist abilities
Unified Knowledge of Void and Ethereal Magic- (Passive Ability, Other: Unbound Guru) Possessor may count Etheral Mage abilities possessor possesses as Unbound Guru abilities (including for prerequisite purposes), Possessor may count Unbound Guru abilities possessor possesses as Etheral Mage abilities (including for prerequisite purposes)
Uplifted By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Void
Unto the Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +25,000 Defense against Void and may change any of the elements Earth, Air, Fire, and Water of (any actions that target possessor or Damage directed at possessor) from non-unique sources below Level 80 who are below no more than 20 Levels greater than possessor or from unique sources who are below Level 40 who are below possessor's Level to be the element Void instead
Void Dwarf- (Passive Ability, Other: Unbound Guru) Possessor obtains +700 CON if a Void element Humanoid while in a Zone of Void
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Void Meditant's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor's 'Meditate' actions may not be countered by individuals below Level 60, possessor obtains +6,000 MIN, and possessor obtains +60,000 MP
Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void 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 Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, 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 bu
ff until the end of the round, Unsummon a Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff
Void Sanctum Defenses- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that deals 50,000 Flat Void element Damage to all opponents of its creator that are present within the zone possessing it at the start of each round
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Stills All Turmoil- (Passive Ability, Other: Unbound Guru) Possessor may choose to be cured of one minor negative status effect and of (one debuff from a source below Level 40) at the start of each round that possessor is in a Zone of Void
Void's Breath Meditation- (Technique Ability, Other: Unbound Guru) Possessor may use 'Void's Breath Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may transfer one debuff from a source below Level 60 that is present on its performer onto each opponent of its performer (with a different stacked instance being transferred to each such target).
Void's Wrath- (Passive Ability, Other: Unbound Guru) Whenever possessor performs a 'Meditate' action, if possessor is Void element, possessor may deal an amount of Flat Void element Damage (to a max of 1,000,000,000 points) equal to the number of MP that possessor recovers or newly obtains from said action to any opponents within the same battlespace.
Void-Casting Blows- (Passive Ability, Other: Unbound Guru) If possessor is Void element, up to three times per round, a hit from one of possessor's attacks may remove a buff present on the target of one of possessor's attacks that comes from a source below Level 60 that is not 20 or more Levels greater than possessor
Void-Weapon Engineering- (Passive Ability, Other: Unbound Guru) Possessor deals 50,000 additional Damage if possessor is wielding a Void element Weapon
Void-Shielded Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against AGI Damage
Void-Shielded Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against CON Damage
Void-Shielded Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against MIN Damage
Void-Shielded Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against SPI Damage
Void-Shielded Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against STR Damage
Weightless Hands Technique- (Technique Ability, Other: Unbound Guru) Possessor may use 'Weightless Hands Technique' in conjunction with any action if possessor is Void element. Said action applies a buff to a weapon wielded by its performer that causes the weapon possessing it to not apply any AGI penalties to Void element individuals wielding it that it otherwise would apply
White Is Black Is White- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element and possessing no opponents above Level 60, choose to treat the element Light as the element Darkness, may choose to treat the element Darkness as the element Light, may choose to treat the element Darkness as the element Hope, may choose to treat the element Hope as the element Darkness, may choose to treat the element Light as the element Hope, and may choose to treat the element Hope as the element Light
Wisdom of the Empty Deeps- (Passive Ability, Other: Unbound Guru) Possessor may treat Zones of Earth as being Zones of Earth and Void
Wisdom of the Unseen- (Passive Ability, Other: Unbound Guru) Possessor gains +3,000,000 MP if Void element and Level 40 or greater
Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor obtains +500 MIN while Void element
Without Physical Needs- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Suffocation, Drowning, and Frozen from sources below Level 40 while Void element, Possessor is Immune to Fatigued: Elderly, Fatigued: Dehydration, Fatigued: Starvation, Fatigued: Drowsy, Fatigued: Asleep, Fatigued (not counting sub-status effects), and Pain: Stomachache while Void element
Wounds to Agility Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of AGI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Constitution Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of CON Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Mind Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of MIN Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Spirit Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of SPI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Strength Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of STR Damage that possessor would otherwise take (with this not counting as Defense) per round
Writing-Erasing Hand- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, at the start of each round, destroy one Book or Tome worth under 200,000 Gold or remove one buff or debuff from a source below Level 5 from one individual
Zonal Void Control- (Passive Ability, Other: Unbound Guru) Possessor may, at the start of each round, choose one Zone of Void 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

Veilwalker
Adept Ethereal Magic Attunement- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 10,000 less MP to cast, Ethereal Magic spells cast by possessor that provide a Defense Against Stat Damage (Including against damage to specific stats) buff bonus provide an additional +500 points as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Ethereal Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Elusive Magic- (Passive Ability, Veilwalker) Possessor's Cast a Spell actions may not be countered by individuals below Level 20, Possessor's Ethereal Magic spells may not be targeted or affected in a hostile manner by individuals below Level 20
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
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
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles


Vermin Lord
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Insect Calling I- (Passive Ability, Vermin Master) Possessor's Insect summons gain +20 to all stats
Insect Calling II- (Passive Ability, Vermin Master) Possessor's Insect summons gain +200 HP
Insect Calling III- (Passive Ability, Vermin Master) Possessor's Insect summons gain +500 MP
Insect Calling IV- (Passive Ability, Vermin Master) Possessor's Insect summons gain +2,000 HP and +4,000 MP
Insect Calling V- (Passive Ability, Vermin Master) Possessor's Insect summons may not be unsummoned by sources below Level 5
Intoxicating Pheromone-Breath- (Passive Ability, Vermin Lord) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' actions may gain 'deals no Damage', 60% inflicts Charm, 55% inflicts Poison: Drunk

Viscous Lord
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 stat
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
Basic Ooze Loyalty Training- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain 20% Charm Resistance
Ooze Loyalty Training- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain 40% Charm Resistance
Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +20 to all stats
Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 to all stats
Speed-Focused Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
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
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)


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
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
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
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
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
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, 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 and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) 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 and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, 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, with said exit not being preventable by sources below Level 40, Has RP effects
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
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
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast


Warlock
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Blasphemous Spell- (Technique Ability, Warlock) Possessor may use 'Blasphemous Spell' as part of a 'Magical Attack' or 'Cast a Spell' action. Any non-unique Divine Magic spell cast as part of said action is instead treated as a Dark Magic or Demon Magic spell for purposes of said action.
Blood-Feasting Talons- (Passive Ability, Warlock) Possessor’s Melee Attack actions deal HP Drain if possessor has no weapons that provide a Melee Attack bonus equipped.
Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Can See Through the Eyes of Beasts- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Animal.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting


Warlord
Adept Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Humanoid summon, Possessor's unmodified stats increase by 200 points if possessor is a Humanoid
Advanced Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 60% Charm Resistance
Agile Greatness of the Colossus-Giant- (Passive Ability, Warlord) Possessor's 'Large Giant', 'Huge Giant', 'Enormous Giant', 'Massive Giant', 'Gargantuan Giant', and 'Colossal Giant' abilites do not give possessor an Agility penalty
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Humanoid- (Passive Ability, Warlord) Possessor may, at the beginning of a thread, choose to become the subtype Humanoid
Basic Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 20% Charm Resistance
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Boulder Throwing- (Passive Ability, Warlord) If possessor is Humanoid, is in 'Form of Giant' stance, and has been in a Zone of Earth of Physical at any point during the last 5 rounds, possessor gains +800 Ranged Attack and '30% inflicts Fatigued: Stun'
Catgirl- (Passive Ability, Warlord) Possessor, if a Humanoid, gains +200 AGI
Colossal Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Dwarf Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Dwarf' stance when not in said stance
Enormous Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Form of Dwarf- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Formshift: Humanoid- (Stance Ability, Warlord) Possessor's subtype becomes Humanoid
Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Form of Goblin- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI, -50 STR, and -50 MIN
Form of Halfling- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +200 AGI
Form of Kobold- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI and -100 STR
Form of Lizardman- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Form of Ogre- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +200 STR, +200 CON, and -400 MIN
Form of Orc- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR, +100 CON, and -100 MIN
Form of Serpent Man- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 AGI
Frequently Steps on People- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may, up to 5 times per round, whenever possessor switches row, deal (10,000 * Possessor Level) Flat Physical element Damage to up to 5 targets and have a 50% chance of inflicting Fatigued: Stun on said same targets
Gargantuan Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Giant Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Giant' stance when not in said stance
Huge Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Knows About Common Dwarven Customs- (Passive Ability, Warlord) Possessor gains +20 MIN if any of possessor's allies' or opponents' names includes 'Dwarf' or 'Dwarven'
Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Large Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Little Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Lizardman Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Lizardman' stance when not in said stance
Jolly Lobber- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor is afflicted with Invigorated: Zesty and cured of Confusion: Depression whenever possessor hits a target with a 'Ranged Attack' action
Massive Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Orc Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Orc' stance when not in said stance
Ogre Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Ogre' stance when not in said stance
Ogre Clubbing- (Passive Ability, Warlord) If possessor is Humanoid, is wielding a Mace or Hammer, and is in 'Form of Ogre' stance, possessor gains +800 Melee Attack and '30% inflicts Fatigued: Stun'
Serpent Man Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Serpent Man' stance when not in said stance
Small Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Humanoid- (Passive Ability, Warlord) Possessor's 'Small Humanoid', 'Little Humanoid' and 'Tiny Humanoid' abilites do not give possessor an Strength or Constitution penalty
Speaks Dwarven- (Passive Ability, Warlord) Possessor gains +30 MIN if any of possessor's allies' names include 'Dwarf' or 'Dwarven'
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Tiny Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor


Warrior
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
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
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Tough in a Crisis- (Passive Ability, Warrior) Posessor gains +200 CON while in a Crisis Zone, HP gained from this CON increase does not count toward possessor's Max HP when calculating HP values to determine if possessor counts as being in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle


Weirdworker
Advanced Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 60% Charm Resistance
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
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
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 Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Magiconstructionist- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +25,000 HP and +500 to all stats as a non-stacking buff when summoned
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
Adept Air Synchronization- (Passive Ability, Wind Duke) Amounts of Air element Damage possessor deals are increased by 10,000 points, Air 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 Air element Spells, and may not be converted into other types of slots by individuals below Level 100
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 th
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Expert Air Synchronization- (Passive Ability, Wind Duke) Air element Damage dealt to possessor (not including healing) is halved, Air element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Air element accessories, and may not be converted into other types of slot by individuals below Level 100
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


Wizard
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
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
Can Frighten and Impress People By Loudly Chanting Arcane Formulae- (Passive Ability, Wizard) Possessor's 'Magical Attack', 'Overdrive', 'Cast a Spell', and 'Use an Item' actions may gain 10% inflicts Charm: Impressed or Confusion: Fear
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Magical Lengthening Mastery- (Passive Ability, Wizard) Possessor's Lengthen Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Maximal Casting- (Technique Ability, Wizard) Possessor may use Maximal Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Piercing Casting- (Technique Ability, Wizard) Possessor may use Piercing Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Stage Magician- (Passive Ability, Wizard) Possessor may cast Wizard Magic spells as Thief Arts or Illusion Magic spells
Staff-Based Spellcasting- (Passive Ability, Wizard) Possessor gains +200 Magical Attack, +50 MIN, and +50 SPI if possessor has a Staff equipped
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wand-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Wand equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Wand equipped
Wizard- (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread


Other: Archpoisoner of 1,000 Venoms
Basic Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to all stats if Toxin element


Other: Corroded Wretch
Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element


Other: Dross-Choked Reveler
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element


Other: Elemental Researcher
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.


Other: Eroded Idol
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element


Other: Flesh Sculptor
Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element


Other: Reality Coder
Search-Engine Optimized- (Passive Ability, Other: Reality Coder) Whenever an individual would randomly select an individual to scan its stats, said individual has a 50% chance of selecting possessor automatically before the normal roll is made



Inherent Spell List-
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom


Abilities for Marshall wrote:One Cool Dude- (Passive Ability, Commander) If possessor is wearing an Eyewear and either a Clothing or a Light Armor, possessor has a 5% chance of not obtaining minor negative status effects that possessor would otherwise obtain



Weapons-
*Patterns in the Silence- (Weapon, Book, Darkness & Light & Void, 223,000,000 Gold) +223,000 Magical Attack, Individuals below Level 99 may not prevent wielder from resurrecting individuals, Wielder must be Level 40 or greater
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

Abyssal Voidsteel Rod- (Weapon, Wand, Darkness, 570,000 Gold) +550 Magical Attack, +550 AGI, +550 MIN, +550 SPI, 10% Darkness Resistance, 10% inflicts Voidstruck
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/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Applied Enchantment
Carp Saw- (Weapon, Tool, Physical & Water, 17,000,000 Gold) +17,000 Melee Attack, 80% Critical against Aquatics below Level 40
Crafter of Discord's Strings- (Weapon, Other: Puppet Strings, Darkness & Psychic, 4,000,000 Gold) +4,111 Magical Attack, +2,900 MIN, +2,900 SPI, 30% inflicts Charm. +400 to the stats of all of wielder's foes who are afflicted with Charm that have wielder as the source of said Charm infliction as an optional debuff (determined by wielder whether it is inflicted, which counts as a buff if inflicted on an ally of wielder) that goes away when wielder ceases to be afflicting said target with Charm, This item may be equipped as a Weaponx2 to gain an additional +5,000 Magical Attack, +3,800 MIN, +3,200 SPI, and increase the debuff to provide a bonus of an additional +300 points to all stats
Doctor Brother's Boombox- (Weapon, Instrument, Technology & Will, 154,000,000 Gold) +154,000 Ranged Attack, 154% inflicts Elevated, Wielder counts as possessing another ally, Wielder gains Confusion: Lonely Immunity, Wielder gains +2 Fame, Wielder's actions may gain 'may Heal', Wielder gains +308,000 Defense against Technology, Wielder's actions may gain '5% inflicts Smitten', Wielder may spend an action to resurrect up to 3 entities who were killed by sources below Level 68, Wielder must be Level 30 or greater or must possess the ability 'Rad Dude-Brother Messiah Battle-Fighter'
First Ignition- (Weapon, Staff, Life & Glory & Fire, 95,000,000 Gold) +95,850 Magical Attack, +90,000 to all stats, +900,000 MP as a non-stacking buff, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, At the start of battle, wielder's summons that already last at least 2 rounds last 20 rounds longer, wielder may choose to give every individual in battle a non-stacking buff that provides +1,800,000 MP and +450,000 HP
Great Soulcrystal Staff- (Weapon, Staff, Light & Glory & Magic, 55,000,000 Gold) +55,680 Magical Attack, 15% Base Element Resistance, 50% Critical, 50% Dodge, 50% Resilience, 150% To Hit
2 Great Soulcrystal Staff Which Bears the Soul of the Great Archmage- (Weapon, Staff, Light & Mystic & Magic, 65,000,000 Gold) +65,680 Magical Attack, +65,000 to all stats, +100,000 MP as bonus that stacks 5 times, 15% Base Element Resistance, 15% Mystic Resistance, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder counts as wielding an additional Soul
House-Leveling Kazoo-Gun- (Weapon, Gun, Air & Technology, 3,500,000 Gold) +3,500 Ranged Attack, Wielder gains +35% Critical against Large Structures, Wielder gains '100% inflicts Stun' against Large Structures, This item gains the subtype Instrument
Lich Lord's Staff- (Weapon, Staff, Darkness & Magic, 12,655,000 Gold) +12,420 Melee Attack, +12,670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 18,000 less MP
Mad Plumber’s Plunger- (Weapon, Tool, Water, 475,000 Gold) +420 Melee Attack, 5% inflicts Confusion, 5% inflicts Paralysis
Orb-Staff of the Sun-Oracle- (Weapon, Staff, Light & Glory & Magic, 105,000,000 Gold) +105,000 Magical Attack, +75,000 Melee Attack, +30,000 STR, +60,000 CON, +50,000 AGI, +60,000 MIN, +105,000 SPI, Divining, Divine Magic, and Catastrophe Magic spells cost wielder 500,000 less MP to cast, +1,000,000 MP as a non-stacking bonus, 30% Light Resistance, 15% Base Element Resistance, 15% Glory Resistance, 15% Fate Resistance, 15% Fortune Resistance, Burning Immunity against sources below Level 80, Poison Immunity, 80% inflicts Poison: Irradiated, 60% inflicts Burning, 60% inflicts Awestruck, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder may spend an action to move a Glory-element ally or Solar Being ally from another battlespace in the same thread into wielder's battlespace so long as no individual of Level 80 or greater in either battlespace objects, This weapon counts as an Orb, Wielder counts as wielding an additional Soul, Wielder must be Level 40 or greater and must possess the ability 'Diviner'
Reality-Dissolver Agent's Arm- (Weapon, Fist Weapon, Acid, 90,000,000 Gold) +90,000 Melee Attack, +90,000 Ranged Attack, Wielder's 'Melee Attack' and 'Ranged Attack' actions remove 1 buff from a source below Level 85 form each of their targets, Wielder's attacks deal 900,000 additional Damage to Earth element targets, Wielder treats the elements Light, Darkness, Air, and Electrical as nonbase elements, Wielder must be Level 40 or greater and must possess the ability 'Adept Acid Synchronization' or the ability 'Reality-Dissolver Agent'
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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
Planetary of Knowledge's Tome- (Weapon, Book, Knowledge & Magic, 190,000,000 Gold) +190,000 Magical Attack, +1,900,000 MP as a non-stacking bonus, +190,000 MIN, +190,000 SPI, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 MIN and SPI as a non-stacking bonus, Wielder must be Level 40 or greater
Primordial Codex of the Elder Elements- (Weapon, Book, Earth & Air & Fire & Water, 120,000,000 Gold) +120,000 Magical Attack, At the beginning of wielder's first action each round, wielder may choose to produce an effect that counts as Call Unto Air, Call Unto Earth, Call Unto Fire, and/or Call Unto Water being cast, All of wielder's Elemental pets and summons get +12,000 to all stats as a non-stacking bonus, 35% Air Resistance, 35% Earth Resistance, 35% Fire Resistance, 35% Water Resistance, If a source below Level 60 would deal possessor Air, Earth, Fire, or Water element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Air, Earth, Fire, and Water Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater and must possess the ability 'Adept Elemental Magic Attunement' or the abilities 'Elementalist' and 'Archmage of the Ancients'
Puppet Strings of the Abyssal Void- (Weapon, Other: Puppet Strings, Darkness, 1,770,000 Gold) +1,777 Magical Attack, Wielder's Rune Magic summons gain +500 to all stats, Wielder's Rune Magic spells cost 1,700 less MP, Wielder may spend an action to have a 40% chance of inflicting Paralyzed, Charm, or Voidstruck on a target, May be equipped as a Weaponx2 to provide +4,500 Magical Attack and give all possessor's Rune Magic summons +1,000 to all stats, May not increase a summon's stat by more than 30% of its original, unbuffed, stat
2 Redcap's Pikestaff- (Weapon, Spear, Darkness & Physical, 1,100,000 Gold) +1,100 Melee Attack, 30% inflicts Wounded, +1,000 STR, +1,000 CON, +1,000 AGI, 20% Crtical, 20% Dodge
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
2 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
True Daemonic Puppet Strings- (Weapon, Other: Puppet Strings, Darkness, 10,000,000 Gold) +10,000 Magical Attack, Wielder's Rune Magic summons gain +1,000 to all stats, Wielder's Rune Magic spells cost 5,000 less MP, Wielder may spend an action to have a 40% chance of inflicting Paralyzed, or Charm on a target, May be equipped as a Weaponx2 to provide +20,000 Magical Attack and give all possessor's Rune Magic summons +3,000 to all stats, May not increase a summon's stat by more than 30% of its original, unbuffed, stat, Wielder must be a devout worshipper of Naria Zalderos

Armor-
Apron of the Night Gardener- (Armor, Clothes, Darkness & Earth, 860,000 Gold) +850 Defense, +850 Defense against Earth, +850 Defense against Darkness, 15% Earth Resistance, 15% Darkness Resistance, Wearer's Plant pets and summons that are Darkness element gain +200 to all stats as a non-stacking bonus
Goblin Warmup Suit- (Armor, Clothing, Earth, 1,000,000 Gold) Wearer gains +1,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes
Greater Runic Force Field of Mystical Damage Redirection- (Armor, Aura, Darkness & Magic, 31,555,302 Gold) +30,600 Defense, +30,500 SPI, +30,000 MIN, +30,000 CON, +20,000 AGI, +14,000 STR, +300,000 HP, +300,000 MP, 25% Darkness Resistance, 25% Magic Resistance, Wielder's Rune Magic summons and Daemon allies gain +2,500 Defense as a non-stacking buff, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, Wielder, as an effect that does not stack, may redirect up to 12,000 points of damage that possessor sustains from any one action or attack to one of possessor's controlled Rune Magic summons, to a max number of points equal to said summon's current HP, with said redirected damage not being reducible by individuals below Level 80, provided that they are individuals who are capable of having said damage redirected to them normally by this ability, May only be equipped by individuals above Level 19
Robe of Dark Strings - (Armor, Robe, Darkness & Magic, 578,000 Gold) +645 Defense, +10% Dodge, +180 to all stats, +60 to all stats for Daemons, Wielder gains +60 Magical Attack for Fire, Water, Earth, Air, Magic, Acid, Darkness, Electrical, or Ice element spells if a Rune of the respective element is equipped, the bonuses for different elements stack with one another, but they do not stack with themselves, 5% inflicts Hexed with Magical Attacks that use Spells if a Darkness element Rune is equipped, wielder gains an additional Spell slot if 5 or more Runes are equipped, +120 Magical Attack per empty weapon slot or weapon slot taken up by Puppet Strings, Rune Magic Golem summons have all of their stats increased by 50 per empty weapon slot or weapon slot taken up by Puppet Strings, wielder may summon 5 additional Rune Magic Golems if the natural max number summoned is 20 or greater if at least one weapon slot is empty or occupied by Puppet Strings
with +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
2 Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'

Accessories-
छ*Cyäeilia's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 Mind (Bound to Indrasena)
*Map to the Castle of the Count of Hessrex, Drawn By the Wise Sage of Blossoms- (Accessory, Quest Item, Darkness & Air, 6,000 Gold) +1 MIN
*Nathan's Britches- (Armorx.5, Clothes, Psychic & Air & Earth, 26,000,000 Gold) +2,000 Defense, +25,000 MIN, Wearer gains the ability 'Detective'
*The Sphere of Dark Mutation- (Accessory, Magic Item, Darkness & Magic, 60,000,000 Gold) Possessor sometimes gains abilities as an RP effect, Abilities granted by this item have such listed, Possessor may pay (Total number of abilities granted * 100,000) XP and (Total number of abilities granted * 5,000,000) Gold to remove all of them together

Abyssal Voidsteel Gloves- (Accessory, Gloves, Darkness & Technology, 750,000 Gold)+750 Magical Attack, +750 Melee Attack, +750 Defense, +750 to all stats
Abyssal Voidsteel Boots- (Accessory, Boots, Darkness, 800,000 Gold) +850 Defense, +750 to all stats, 20% Earth Resistance, 20% Acid Resistance, 20% Water Resistance, 20% Darkness Resistance, 20% Technology Resistance, 20% Air Resistance, 20% Resilience, 20% Dodge
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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
Amulet of the Adamantine Woodpecker- (Accessory, Amulet, Physical & Air & Wood, 60,000,000 Gold) Wielder's offensive actions deal 6,000 Defense Damage that counts as Stat Damage for purpose of applying Defense Against Stat Damage and for purposes of Stat Damage Reflection, Immunity, Resistance, and Absorption
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
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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

Ancients' Worldship Drive- (Accessory, Upgrade, Atomic & Mystic & Technology & Astral, 200,000,000 Gold) Wielder's Vessel transformations gain +2,000,000 MP as a non-stacking bonus, Wielder's Vessel transformations gain +40,000 AGI, +40,000 MIN, and +40,000 SPI as bonuses that stack 5 times, Wielder's Vessel transformations regenerate 1,000,000 MP at the start of each round as a non-stacking effect, Wielder must be Level 40 or greater and must possess the abilities 'Archmage of the Ancients' and 'Captain'

Crown of the High Queen of All Lillies- (Accessory, Crown, Nobility, 450,000,000) +450,000 Defense, +450,000 Magical Attack, +450,000 SPI, +450,000 CON, Plants below Level 65 have their actions controlled by wearer unless they are Immune to Dominion, Wearer must be Level 40 or greater
Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
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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
Egg that Could Contain the Sky, but Does Not- (Accessory, Trinket, Air & Void, 120,000,000 Gold) +120,000 MIN, +4,000 unmodified MIN if wielder possesses the ability 'Adept Air Synchronization', +120,000 SPI, 40% Air Resistance, Wielder may change any of wielder's actions that would be Air element to be solely Void element, Wielder may treat the Air Resistance of individuals below Level 70 as Void Resistance and may treat the Void Resistance of individuals below Level 70 as Air Resistance, Wielder Absorbs Air from sources below Level 40, Wielder must be Level 40 or greater and must possess the ability 'Unbound Guru' or the ability 'Adept Magewright'
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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 Which Makes Those Nearby Notice When Its Bearer Casts Spells- (Accessory, Other: Mystic Infusion, Magic, 16,000 Gold) All individuals in the same battlspace as wielder are informed of the name of each spell that wielder casts whenever wielder casts it
Fine Daemon's Top Hat- (Accessory, Hat, Darkness, 1,000,000 Gold) +1,000 Defense, +1,000 to all stats if wearer is a Daemon, Rune Magic spells equipped by wearer that possess a Magical Attack bonus have said bonus increased by +500 points
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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
Hand of the Kraken-Slapper- (Accessory, Bioaugmentation, Physical, 60,000,000 Gold) +60,000 Melee Attack, 80% Critical against Aquatics, Wielder must be Level 20 or greater and must possess the ability 'Transmuter' or the ability 'Kraken Slapper'
Hat of Adorable Evil- (Accessory, Hat, Darkness, 915,000 Gold) +910 Defense, +910 Melee Attack, +910 Magical Attack, Wearer's pets and summons gain +300 to all stats, 15% inflicts Charm, If wearer kills a Human, Humanoid, Animal, Aerial, or Aquatic target with a Melee Attack action, wearer regenerates 25,000 HP, to a max of 1,000,000 HP regenerated per round, Wearer may spend an action to deal up to (Wearer's Level*250+6*(Wearer's Level-6)^2)*3.2 Flat Darkness element damage to any one target that ignore the Darkness Resistance, Immunity and Absorption of individuals below Level 20, with 60 being the max wearer Level applied in this damage calculation
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
2 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
Glasses of Mystic Observation and Analysis- (Accessory, Eyewear, Magic, 90,000 Gold) May scan a target's stats at a level 5 levels higher than wearer at the start of wearer's first action each turn
Daccehenburg Industries Boots- (Accessory, Boots, Darkness & Acid, 50,000 Gold) +800 Defense, +350 AGI, +350 CON, 20% Earth Resistance, 20% Acid Resistance, 20% Water Resistance, 20% Darkness Resistance, 20% Technology Resistance, 20% Air Resistance, 15% Resilience, 15% Dodge
Midget-Stomping Boots- (Accessory, Boots, Physical & War, 2,000,000 Gold) Wearer gains +4,000 Melee Attack against individuals who count as less individuals for row-order purposes than wearer does
Reality-Devourer Toxin- (Accessory, Weapon Coating, Toxin & Void, 250,000,000 Gold) Wielder's offensive actions may become solely Void element, Wielder's 'Melee Attack' actions may deal 25,000 CON Damage, Individuals below Level 85 may not heal Damage dealt by wielder, Wielder must be Level 40 or greater
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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
Reality-Dissolver Agent's Acid-Mind- (Accessory, Bioaugmentation, Acid, 140,000,000 Gold) +140,000 Melee Attack, +140,000 Ranged Attack, +140,000 Magical Attack, +140,000 MIN, +1,400,000 MP as a non-stacking bonus, +14,000 Defense against MIN Damage, Stat Drain: MIN Drain Immunity, At the start of each round, wielder may remove up to 2 debuffs from sources below Level 90 and up to 2 status effects that are either minor, moderate, or Dominion from sources below Level 90 from itself, Wielder's 'Mental Overdrive' actions may remove 1 buff from a source below Level 85 form each of their targets, Wielder's 'Mental Overdrive' actions may become solely the element Acid or gain the element Acid, Wielder may choose to obtain a buff at the start of any round or any of wielder's actions that does not stack and that gives its possessor the element Acid, Wielder treats the elements Light, Darkness, Air, and Electrical as nonbase elements, Wielder may not summon Earth-element entities, Wielder must be Level 40 or greater and must possess the ability 'Adept Acid Synchronization' or the ability 'Reality-Dissolver Agent'
Reality-Dissolver Agent's Ladder- (Accessory, Gadget, Acid & Metal & Spatial, 135,000,000 Gold) +135,000 Defense, Earth element entities below Level 90 may not prevent wielder from entering or leaving battlespaces (including by objecting to wielder doing so), Wielder may spend an action to enter another existing battlespace, Wielder may spend an action to destroy a target battlespace created by an Earth-element individual, dealing 1,350,000 Flat Acid element Damage to each individual in said battlespace and moving all such individuals into the main battlespace of the current battle, Wielder treats the elements Light, Darkness, Air, and Electrical as nonbase elements, Wielder may not summon Earth-element entities, Wielder must be Level 40 or greater and must possess the ability 'Adept Acid Synchronization' or the ability 'Reality-Dissolver Agent'
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ring of the Moon's Promises- (Accessory, Ring, Moon & Psychic, 120,000,000 Gold) +120,000 Magical Attack, Wielder's minor status effect infliction chances are increased by 45% as a non-stacking effect, the first time each minor negative status effect would be cured or automatically recovered from by a source below Level 75, it remains present
Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
Text of Forgotten Pathways- (Accessory, Tome, Spatial & Magic, 250,000,000 Gold) +250,000 MIN, +250,000 SPI, +2,500,000 MP as a non-stacking bonus, 25% Spatial Resistance, Wielder must be Level 40 or greater
Uranium Circlet- (Accessory, Crown, Atomic, 20,000,000 Gold) +20,000 Defense, +20,000 MIN, +20,000 SPI, 45% inflicts Poison: Irradiated, Poison: Irradiated Immunity, 30% Atomic Resistance
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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
Witch Queen Shoes- (Accessory, Shoes, Darkness & Magic, 12,710,000 Gold) +12,600 Defense, +12,730 Magical Attack, +12,200 Defense against Magic, 30% Darkness Resistance, 30% Magic Resistance, Dark Magic, Wizard Magic, Druid Magic, Golomancy, and Enchantment spells that wearer casts that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder’s Dark Magic, Wizard Magic, Druid Magic, Golomancy, and Enchantment summons gain +9,500 to all stats as a non-stacking effect, Dark Magic, Wizard Magic, Druid Magic, Golomancy, and Enchantment spells cost wearer 12,500 less MP to cast
Wordless Mask- (Accessoryx3, Mask, Magic & Air, 1,100,000 Gold) Wearer gains Impaired:Silence Immunity that cannot be pierced by sources below Level 40

Consumables-
Endless Bag of Gourmet Bascaradine Burgers- (Consumable, Food, Earth & Fire & Technology, Unlimited Charges, 35,000,000 Gold) Heals 350,000 HP, Heals 30,000 MP or 1,000 points of Stat Damage to any one stat
Kraken Carbonera- (Consumable, Food, Water, 5 Charges, 4,500,000 Gold) Heals 80,000 HP, +2,000 STR, +2,000 MIN, Target obtains 35% Water Resistance, target obtains Imparied: Blind Immunity, does not stack
Single-Dose Lesser Elixir of Regeneration- (Consumable, Potion, Magic & Light, 1 Charge, 63,000 Gold) Inflicts Rejuvination
20 Warthyme- (Consumable, Medicine, Earth & War, 1 Charge, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, stacks 15 times

Items-
10 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 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

3 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 Case of the Disappearing Dwarf Gambler'- (Item, Antiquity, Fortune, 500 Gold)
'The Horse the MMO' Lifetime Subscription- (Item, Antiquity, Earth & Technology, 755,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
Book Describing Theories Regarding the World's Origins- (Item, Antiquity, Fire & Astral, 8,000 Gold)
5 Corrupted, Agonized Essence Fragment- (Item, Antiquity, Darkness & Agony, 80,000 Gold)
500 Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Embarrassed Statuette- (Item, Antiquity, Physical & Earth, 5,000 Gold)
Empty Steel- (Item, Material, Void, 15,000,000 Gold)
3 Encyclopedia of Inhumane Experimental Techniques- (Item, Antiquity, Darkness & Technology, 90,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
Horrid, Ominous Silence- (Item, Antiquity, Time & Darkness, 265,000 Gold)
Leaf from the Light-Leaf Tree of Evethryss- (Item, Antiquity, Light & Darkness & Earth, 40,000 Gold)
2 Master's Crystal- (Item, Material, Hope & Mystic, 150,000,000 Gold)
Newspaper from Disc 14: Headline 'Brosko Brothers Captured During Failed Bank Robbery'- (Item, Antiquity, Technology, 200 Gold)
Non-Noisy Coaster- (Item, Antiquity, Earth & Air, 12,500 Gold)
Not Apologizing that Your Boxed Wonder Was Eaten By a Moth and Couldn't Be Replaced In Time- (Item, Antiquity, Darkness & Air, 60 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
Shadow-Sculpted Plant- (Item, Antiquity, Darkness, 360,000 Gold)
Shattered World-Connecting Staircase- (Item, Antiquity, Spatial & Destruction, 20,000,000 Gold)
Sweat Decor- (Item, Antiquity, Water & Darkness & Ice, 25,000 Gold)
World Eater's Bone- (Item, Material, Void & Astral, 100,000,000 Gold)



Spells-
*Shadow Negotiation: Duke Mierphobul- (Spell, Shadow Magic, Darkness, 4,000 MP, 980,000 Gold) Summons Shadow Duke Mierphobul, Shadow Duke Mierphobul has a 150% chance of being uncontrolled, which is reduced by 5% for every 150,000 Gold worth of non-Light-element antiquities used as part of this spell's cost, Note that the Gold value attached to this spell changes as Duke Mierphobul does, so please include this spell in any combos, absorptions, or level ups involving the Duke
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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

Ancients' Dominon- (Spell, Other: Ancient Magic, Mystic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are not equal Level to or greater Level than caster may not (cast spells or perform Magic element actions with an MP cost greater than 0) without caster's permission, Caster must be Level 40 or greater
Animate Undead- (Spell, Necromancy, Darkness, 15,000 MP, 780,000 Gold) Summons up to 5 Undead below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
Arcane Dominion- (Spell, Wizard Magic, Mystic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are not equal Level to or greater Level than caster may not (cast spells or perform Magic element actions with an MP cost greater than 0) without caster's permission, Caster must be Level 40 or greater
Arcane Healing- (Spell, Wizard Magic, Magic, 5,000 MP, 2,200,000 Gold) +2,300 Magical Attack, Heals, 50% cures any one minor status effect
Animate Undead- (Spell, Necromancy, Darkness, 15,000 MP, 780,000 Gold) Summons up to 5 Undead below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
Call Chthonian Plushy- (Spell, Rune Magic, Darkness & Magic, 60 MP, 80,000 Gold) Summons 1 Chthonian Plushy
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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
Call Mage Puppets- (Spell, Rune Magic, Darkness & Magic, 40 MP, 14,000 Gold) Summons 2 Doom Puppet Mage, Max 10 summoned
Call Priestess Doll- (Spell, Rune Magic, Light & Magic, 150 MP, 95,000 Gold) Summons 1 Priestess Doll, Max 70 summoned
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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
Candypocalypse!- (Spell, Other: Catastrophe Magic, Light & Hope & Candy, 3,500,000 MP, 350,000,000 Gold) +350,000 Ranged Attack, +350,000 Magical Attack, 300% inflicts Zealblasted: Sugar Rush, 300% may inflict Haste, May heal targets who either possess the ability 'Adorable', are Candy element, or possess one or more 'Sweets Princess' abilities, 1 hit against 8,000,000,000, Caster must be Level 60 or greater
Chaos Knot- (Spell, Enchantment, Chaos, 120,000 MP, 60,000,000 Gold) Target individual below Level 80 who is no more than 19 Levels greater than caster may not choose the result of randomized numbers or reroll any single randomized value more than once, Caster must be Level 40 or greater
Daemonic Curative- (Spell, Healer Magic, Darkness, 7,000 MP, 380,000 Gold) Cures any two minor status effects, Cures all minor status effects from affected Daemons
Enchant Weapon: Abstractly-Rendered- (Spell, Enchantment, Chaos & Acid, 200,000 MP, 20,000,000 Gold) Gives target weapon the permanent Enchantment Abstractly Rendered, costs 1,000,000 XP and 10,000,000 Gold
Enchant Weapon: Blistering- (Spell, Enchantment, Fire, 10,000 MP, 1,000,000 Gold) Gives target weapon the permanent Enchantment Blistering, costs 5,000 XP and 500,000 Gold
Enchant Weapon: Crimson Nova- (Spell, Enchantment, Fire & Magic, 600,000 MP, 60,000,000 Gold) Gives target weapon the permanent Enchantment Crimson Nova, costs 3,000,000 XP and 30,000,000 Gold, Caster must be Level 20 or greater and must possess the ability 'Enchanter'
Enchant Weapon: Flurrying- (Spell, Enchantment, Magic, 2,000,000 MP, 200,000,000 Gold) Gives target weapon the permanent Enchantment Flurrying, costs 10,000,000 XP and 100,000,000 Gold, Caster must be Level 40 or greater and must possess the ability 'Adept Enchantment Attunement'
Enchant Weapon: Hornet's Nest- (Spell, Enchantment, Air, 2,000,000 MP, 200,000,000 Gold) Gives target weapon the permanent Enchantment Hornet's Nest, costs 10,000,000 XP and 100,000,000 Gold, Caster must be Level 40 or greater and must possess the ability 'Adept Enchantment Attunement'
Enchant Weapon: Inverse Rainbow- (Spell, Enchantment, Darkness & Acid & Electrical & Energy & Ice, 70,000 MP, 17,000,000 Gold) Gives target weapon the permanent Enchantment Inverse Rainbow, costs 850,000 XP and 8,500,000 Gold
Enchant Weapon: Magestorm- (Spell, Enchantment, Air, 2,000,000 MP, 200,000,000 Gold) Gives target weapon the permanent Enchantment Magestorm, costs 10,000,000 XP and 100,000,000 Gold, Caster must be Level 40 or greater and must possess the ability 'Adept Enchantment Attunement'
Enchant Weapon: Singing- (Spell, Enchantment, Air & Sonic, 10,000 MP, 5,000,000 Gold) Gives target weapon the permanent Enchantment Singing, costs 25,000 XP and 2,500,000 Gold
Enchant Weapon: Triumphant- (Spell, Enchantment, Glory, 400,000 MP, 40,000,000 Gold) Gives target weapon the permanent Enchantment Triumphant, costs 2,000,000 XP and 20,000,000 Gold, Caster must be Level 20 or greater and must possess the ability 'Enchanter'
Etherealizing Mists- (Spell, Ethereal Magic, Air, 200,000 MP, 20,000,000 Gold) 2,000 Flat Air element CON and SPI Damage, 1 hit against 60,000
Fading Call: Bone Reaper- (Spell, Summoner Magic, Darkness & Air & Physical, 9,000 MP, 4,500,000 Gold) Deals 17,500 Flat Damage that is any combination of the elements Darkness, Air, and Physical, Does half damage to Psychic element foes, 5 hits against 4
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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
Fatelock- (Spell, Enchantment, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (apply Greater Fateweavings, remove Greater Fateweavings, apply Fate element buffs to itself, or remove Fate element buffs from any individual) without caster's permission, Caster must be Level 40 or greater and must possess the ability 'Destiny Weaver'
Ghost Walk- (Spell, Ethereal Magic, Air & Darkness, 540,000 MP, 60,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that causes it so that they may not be prevented from leaving or entering battlespaces by sources below Level 60 and ignore the Resistance of targets below Level 60, Caster must be Level 20 or greater
Greater Flameball- (Spell, Wizard Magic, Fire, 500 MP, 1,100,000 Gold) +1,100 Magical Attack, 5% inflicts Burning
Lost Word of Mr. Doomsquiddy- (Spell, Forbidden Magic, Darkness & Water, 500 MP, 80,000 Gold) +90 Magic Attack, 50% inflicts Drowning, 50% inflicts Voidstruck, inflicts Drowning, Hexed, and Confusion on caster if caster is not a Darkspawn and does not possess the ability 'Adorable'
Irrisistable Magics- (Spell, Enchantment, Mystic, 100,000 MP, 100,000,000 Gold) Caster's actions that involve the casting of spells ignore the elemental Resistances and Immunities of individuals below Level 60 that are 5 or more Levels lower than caster, Caster must be Level 40 or greater
Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Mega Divorce Beam!- (Spell, Catastrophe Magic, Darkness & Magic & Destruction, 30,000 MP, 20,000,000 Gold) +20,000 Magical Attack, This action de-links the stats, as well as HP, MP, and Defense, of its targets from any individuals whose stats they are linked to, provided that all such individuals in each such links are below Level 60, with this de-linking removing all links to which this condition applies to
Mind-Dulling Cuteness Burst- (Spell, Enchantment, Light & Air & Psychic, 8,500 MP, 5,765,000 Gold) +5,170 Magical Attack, -200 MIN, removes, as part of the same debuff as the MIN reduction, any one minor or moderate status effect resistance or immunity from non-unique targets below Level 40, stacks 4 times
Mystic Genesis- (Spell, Summoner Magic, Mystic, 400,000 MP, 100,000,000 Gold) Summons any single Magic Being from the enemy list that is non-Elite, below Level 80, and can normally be fought for drops, Max 20 summoned, beings summoned through this spell may not summon, Caster must be Level 40 or greater
Nexus of No Birth- (Spell, Enchantment, Void, 400,000 MP, 100,000,000 Gold) Target may not summon entities of lower Level than caster if target is lower Level than caster and below Level 80, Caster must be Level 40 or greater
Playtime!!: Doom Marionette Army- (Spell, Rune Magic, Darkness & Magic, 1,700 MP, 97,000 Gold) Summons MIN/10 Doom Marionette, max of 200 Marionettes summoned.
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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
Polymorph: Wodoshohai- (Spell, Transmutation, Electrical, (Target's Max HP, Counting Buffs) MP, 500,000 Gold) Target becomes a Wodoshohai, Does not work on unique targets, Does not work on targets above Level 20, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Bio-Horror if caster does not have the ability Transmuter, Caster must be Level 20 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
2 Recurrent Metageometerization- (Spell, Gate Magic, Spatial & Knowledge, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (create battlespaces or leave a battlespace that caster is in) without caster's permission, Caster must be Level 40 or greater
Shared Life- (Spell, Channeling Magic, Light, 200 MP, 120,000 Gold) Two target allies of caster (caster included as a possible target) combine HP totals and share HP, does not stack, even if only recast on 1 of the two individuals involved
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
2 Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
Violet Starflare- (Spell, Astral Magic, Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, 200% inflicts Manablasted, this action ignores the Resistances and Immunities of individuals below Level 80 if caster possesses the ability 'Expert Wizard Magic Attunement' or the ability 'Expert Astral Magic Attunement', 1 hit against 200,000,000, Caster must be Level 40 or greater
Voidstrike- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Voidstruck
Wizard’s Tornado- (Spell, Wizard Magic, Air, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Suffocation, 1 hit against 30, deals 1/2 damage

Extra Spells (Almost always carried)-

Channeling-
Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
Shared Life- (Spell, Channeling Magic, Light, 200 MP, 120,000 Gold) Two target allies of caster (caster included as a possible target) combine HP totals and share HP, does not stack, even if only recast on 1 of the two individuals involved
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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

Monk-
Ultimate Breaker!- (Spell, Unarmed Technique, Physical & Energy, 1,600,000 MP, 180,000,000 Gold) +180,000 Melee Attack, -18,000 Defense, -18% Resilience, stacks 10 times

Earth-
Ancient Seal- (Spell, Other: Ancient Magic, Earth, 240,000 MP, 12,500,000 Gold) +12,500 Magical Attack, 50% targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack

Air-
All Is Emptiness- (Spell, Ethereal Magic, Magic & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Target's stats may not be affected by sources below Level 80 that are not 20 or more Levels greater than caster or effects coming from such sources other than said effect's possessor's equipped items that are equipped at the time of said effect's application and its possessor's Constant Effects and Passive Abilities (not counting buffs generated by said effects or abilities), does not stack
Ethereal Tempest- (Spell, Ethereal Magic, Water & Air & Electical & Aether, 1,750,000 MP, 175,000,000 Gold) Caster obtains a non-stacking buff that causes summons below Level 60 that would be summoned into the same battlespace as caster to not be summoned, for summons below Level 80 that are not 20 or more Levels greater than caster to have a 25% chance of not being summoned, to be afflicted with Fatigued when summoned, and to have a 50% chance of being unable to act on the turn they are summoned, Caster must be Level 40 or greater
Elder Fear- (Spell, Other: Ancient Magic, Darkness & Air, 24,000 MP, 12,000,000 Gold) 100% inflicts Confusion: Fear, Inflicts Instant Death and Vanished on individuals who have been afflicted with Confusion: Fear at the start of the last 10 rounds who are below Level 40 and are 10 or more Levels below caster, Caster ignores the Confusion and Confusion: Fear Resistance and immunity of lower-level individuals below Level 60, Caster must be Level 25 or higher
Ancient Wind- (Spell, Other: Ancient Magic, Air, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, All buffs and debuffs with target as a source are removed if target is below Level 40, All buffs present on target with sources below Level 40 are removed if target is below Level 40, All of target's summons are unsummoned if target is below Level 40 and if said summons are below Level 40 (as well as those summons' summons and all future generations of summons, provided that all are below Level 40)

Water-
A Drought of Rulership- (Spell, Ethereal Magic, Nobility & Water, 900,000 MP, 87,000,000 Gold) Target, if below Level 80 and not 10 or more Levels greater than caster, loses the element Nobility and has all of its non-unique summons become uncontrolled, Caster must be Level 20 or greater
Ancient Balm- (Spell, Other: Ancient Magic, Water, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, Heals HP, All debuffs and negative status effects present on target that come from sources below Level 40 are removed, Target may not acquire debuffs or negative status effects from sources below Level 40 for the next 5 rounds, does not stack

Fire-
Demonic Teleportation- (Spell, Demon Magic, Fire & Magic, 5,000 MP, 5,000,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Ancient Pyre- (Spell, Other: Ancient Magic, Fire, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, This action ignores the Resistances and Immunities of targets below Level 40, Individuals killed by this action cannot be resurrected by sources below Level 40

Void-
Upwelling of Emptiness- (Spell, Ethereal Magic, Void, 120,000 MP, 60,000,000 Gold) Caster destroys all Zones created by individuals below Level 80 who are no more than 19 Levels greater than caster, Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones as an effect that attaches to caster as a non-stacking buff, Caster must be Level 40 or greater
Empty-Handed Strike Which Cannot Be Blocked- (Spell, Ethereal Magic, Void, 100,000 HP, 100,000,000 Gold) +100,000 Melee Attack, This attack ignores Dodge and Defense buffs from sources below Level 60 that are lower Level than caster, Caster must possess an empty weapon slot at the start of any action that involves this spell, Caster may equip a weapon as part of this action, Caster must be Level 40 or greater
Chime of Solitude- (Spell, Ethereal Magic, Sonic & Void, 600,000 MP, 60,000,000 Gold) If caster is the only entity in the battlespace it is in, caster obtains a buff that causes it, while in its current battlespace, to cause other individuals below Level 60 to be unable to enter its battlespace or summon entities into said battlespace and that causes individuals below Level 60 who are of lower Level than caster to be unable to target caster from outside said battlespace while caster is in said battlespace, Caster must be Level 20 or greater

Ethereal Magic-
Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
Carousel of Ghosts- (Spell, Ethereal Magic, Aether & Whimsy, 500,000 MP, 50,000,000 Gold) Caster obtains a non-stacking buff that makes it so that whenever the number of rounds an individual who died in the same battlespace as its possessor or a battlespace its possessor has been in while possessing the buff would have been dead would become greater than 10, it is instead set to 0, Caster must be Level 20 or greater
Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster
Vanishing Sunrise- (Spell, Ethereal Magic, Aether & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Caster obtains a non-stacking buff that causes individuals in the same battlespace who are below Level 100 who are not 20 or more Levels greater than caster to not check for per-round status effect recovery / wearing-off chances at the start of each round
Waters of Rasu- (Spell, Ethereal Magic, Water, 2,000,000 MP, 200,000,000 Gold) All buffs, debuffs, Zones, Terrains, Phantom Terrains, and effects attached to Zones, Terrains, or Phantom Terrains with sources below Level 85 that are present in the same battlespace as caster are removed, Caster must be Level 40 or greater



Speelsh wrote:A Drought of Rulership- (Spell, Ethereal Magic, Nobility & Water, 900,000 MP, 87,000,000 Gold) Target, if below Level 80 and not 10 or more Levels greater than caster, loses the element Nobility and has all of its non-unique summons become uncontrolled, Caster must be Level 20 or greater
All Is Emptiness- (Spell, Ethereal Magic, Magic & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Target's stats may not be affected by sources below Level 80 that are not 20 or more Levels greater than caster or effects coming from such sources other than said effect's possessor's equipped items that are equipped at the time of said effect's application and its possessor's Constant Effects and Passive Abilities (not counting buffs generated by said effects or abilities), does not stack
Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
Carousel of Ghosts- (Spell, Ethereal Magic, Aether & Whimsy, 500,000 MP, 50,000,000 Gold) Caster obtains a non-stacking buff that makes it so that whenever the number of rounds an individual who died in the same battlespace as its possessor or a battlespace its possessor has been in while possessing the buff would have been dead would become greater than 10, it is instead set to 0, Caster must be Level 20 or greater
Desync Item- (Spell, Ethereal Magic, Magic & Light, 700 MP, 65,000 Gold) Target non-unique item worth under 1,000,000 Gold loses its text as a debuff
Displace Equipment- (Spell, Ethereal Magic, Air, 1,000 MP, 130,000 Gold) Un-equips target non-unique item worth below 1,000,000 Gold from either a target below Level 20 or a willing target
Dissolution of Time- (Spell, Ethereal Magic, Time & Destruction & Aether & Chaos, 2,000,000 MP, 200,000,000 Gold) All delayed actions with sources below Level 90 that are not 5 or more Levels greater than caster's Level are cancelled, All Zones of Time with sources below Level 100 are destroyed, All individuals in battle gain +20,000 Defense against AGI Damage as a non-stacking buff, All individuals in battle gain Fatigued: Elderly Immunity as a non-stacking buff, All individuals in battle are forced to be unable to treat the current round's number as any number other than 1 unless either Level 80 or greater or a Level greater than caster as a non-stacking debuff, Caster must be Level 40 or greater and must possess the ability 'Adept Ethereal Magic Attunement'
Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
Ethereal Tempest- (Spell, Ethereal Magic, Water & Air & Electical & Aether, 1,750,000 MP, 175,000,000 Gold) Caster obtains a non-stacking buff that causes summons below Level 60 that would be summoned into the same battlespace as caster to not be summoned, for summons below Level 80 that are not 20 or more Levels greater than caster to have a 25% chance of not being summoned, to be afflicted with Fatigued when summoned, and to have a 50% chance of being unable to act on the turn they are summoned, Caster must be Level 40 or greater
Ghost Walk- (Spell, Ethereal Magic, Air & Darkness, 540,000 MP, 60,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that causes it so that they may not be prevented from leaving or entering battlespaces by sources below Level 60 and ignore the Resistance of targets below Level 60, Caster must be Level 20 or greater
Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Procession of Ethereal Spiders- (Spell, Ethereal Magic, Aether, 32,000 MP, 16,000,000 Gold) Caster and up to 8 allies obtain a non-stacking buff that causes its possessors to gain the subtype Insect, gain the subtype Mount, to count as possessing an ally named 'Transparent Spider', to count as possessing 1 additional ally, to gain +1,600 AGI, to gain +1,600 SPI, to gain Immunity to Paralysis from sources below caster's Level, and to gain Immunity to Fatigued from effects attached to Zones by sources below caster's Level, Caster must possess the ability 'Ethereal Mage' or the ability 'Summoner'
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster
Vanishing Sunrise- (Spell, Ethereal Magic, Aether & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Caster obtains a non-stacking buff that causes individuals in the same battlespace who are below Level 100 who are not 20 or more Levels greater than caster to not check for per-round status effect recovery / wearing-off chances at the start of each round
Waters of Rasu- (Spell, Ethereal Magic, Water, 2,000,000 MP, 200,000,000 Gold) All buffs, debuffs, Zones, Terrains, Phantom Terrains, and effects attached to Zones, Terrains, or Phantom Terrains with sources below Level 85 that are present in the same battlespace as caster are removed, Caster must be Level 40 or greater
Knock- (Spell, Wizard Magic, Magic & Physical, 7,000,000 Gold) Large Structure targets below Level 40 have their Resilience set to 0% until the end of the round as a non-stacking debuff, Individuals below Level 40 may not prevent caster from entering or leaving a battlespace until the end of the round as a non-stacking buff on caster
Conjure the Golden Citadel- (Spell, Other: Ancient Magic, Earth & Mystic, 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, Caster must be Level 55 or greater and must possess the ability 'Archmage of the Ancients'
Howling Sea of Khalmarass- (Spell, Other: Ancient Magic, Water & Air, 2,800,000 MP, 140,000,000 Gold) +140,000 Magical Attack, Inflicts Vanished on targets below Level 60 that are not equal Level to or greater Level than caster, 100% Inflicts Drowning, 1 hit against 50,000,000, Caster gains a non-stacking buff that allows its possessor to inflict Vanished on up to 20 targets that are below Level 60 that are lower Level than its possessor at the start of each round, Caster must be Level 45 or greater and must possess the ability 'Archmage of the Ancients'
Word Which Brings Down the Ancient Lightning- (Spell, Other: Ancient Magic, Electrical, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack,100% inflicts Electrocuted, 50% may inflict Manablasted, This action may be delayed up to 4 rounds, This action may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 35 or greater and must possess the ability 'Basic Ancient Magic Attunement'
Word Which Merges the Land and Sea- (Spell, Other: Ancient Magic, Air & Water & Earth, 48,000 MP, 24,000,000 MP) +24,000 Magical Attack, 100% inflicts Drowning, 100% inflicts Entombed, Caster may combine a Zone of solely Earth and a Zone of solely Water each which possesses a source that is either caster or is below Level 60 into a single Zone of Earth & Water that possesses all of the effects that were previously attached to said individual Zones, This action may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater and must possess the ability 'Basic Ancient Magic Attunement'
Word Which Turns the Rain Into Blades of Scything Crystal- (Spell, Other: Ancient Magic, Air & Water & Earth, 24,000 MP, 12,000,000 Gold) +12,000 Magical Attack, 100% inflicts Wounded, Pierces 12,000 Defense, this action, at the cost of 240,000 MP, This action may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater and must possess the ability 'Basic Ancient Magic Attunement'



Pets-
Drake- (Pet, Dragon, Fire, Lv.19, 15,000,000 Gold)
HP- 250,000
MP- 250,000
STR- 2,500
AGI- 2,500
CON- 2,500
MIN- 2,500
SPI- 2,500
XP- 0
XP Needed- 140,000 (Standard Multiplier x2)
Minimum Level- 19
Defense- 4,000
Critical Chance- 23%
Resilience- 23%
To Hit- 23%
Dodge- 23%
Resistances and Immunities- None
Prime Attribute- Two Highest Stats
Constant Effects-
None
Abilities-
Bite- 12,000 Damage, Earth, 0 MP
Flame Breath- 10,000 Damage, 1 Hit Against 3, Fire, 5,000 MP
Variable Breath- 10,000 Damage, 1 Hit Against 3, Any One Base Element or Magic, 25,000 MP
Drake's Magic- 9,000 Damage, 50% may inflict one minor status effect, 1 hit against 2, Magic, 20,000 MP

Killborg- (Pet, Robot, Darkness & Technology, Lv.19, 10,000,000 Gold)
HP- 210,000
MP- 210,000
STR- 3,800
AGI- 3,450
CON- 3,360
MIN- 3,550
SPI- 3,200
XP- 0
XP Needed- 140,000
Minimum Level- 19
Defense- 3,400
Defense against Stat Damage- 300
Critical Chance- 32%
Resilience- 18%
To Hit- 130%
Dodge- 21%
Resistances and Immunities- 70% Fire Resistance, 70% Physical Resistance, 70% Technology Resistance, Immune to Pain, Confusion, Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Any Three without buffs included or Any One
Constant Effects-
It's a Killborg!- Possessor gets +30% Critical, Possessor's damage-dealing actions and effects deal an additional 12,000 Damage with their first hit against each target, Constant Effect
Must Not Be Placed Near Other Killborgs or It Explodes- If possessor is in the same battle as another Killborg, both are afflicted with Instant Death at the start of every round, All allies of a Killborg that dies take 25,000 Fire & Technology element damage, Constant Effect
Abilities-
Kill! Kill! Kill!- 12,000 Damage, This attack deals 1.5 times extra damage (to a max of 1,000,000 extra) if at least 5 weaknesses are hit by it, Any combination of base elements, 0 MP
Killing Spree- 12,000 Damage, Caster gains an additional action, to a max of 200 additional actions per round, each time this ability kills a target, Physical & Technology, 10,000 MP
Everywhere Missiles- 12,000 Damage, 1 hit against 1,000,000, May only be used once per 5 rounds, Technology, 30,000 MP
Eradication Ray- 10% inflicts Instant Death, only affects targets below Level 20, Technology, 300,000 MP

Summons-
*Shadow Duke Mierphobul- (Pet, Umbral, Darkness, Lv. 19, X Gold) (Summoned)
HP- 330,000
MP- 330,000
STR- 8,500
AGI- 8,950
CON- 7,680
MIN- 9,050
SPI- 8,650
XP- 0
XP Needed- 4,200,000 (Standard Multiplier x3, Increased for bypassing Level 20 jump)
Minimum Level- 9
Defense- 4,200
Defense against Stat Damage- 1,111
Critical Chance- 30%
Resilience- 30%
To Hit- 130%
Dodge- 30%
Resistances and Immunities- 90% Darkness Resistance, 300% Light Weakness, Hexed Immunity, Diseased Immunity, Immune to Darkness (from sources no more than 10 levels above possessor)
Prime Attribute- Any One
Constant Effects-
Master of Hounds- At the start of each round, possessor summons one Mierphobul's Unrelenting Shadow Hound, max 30 summoned, Constant Effect
Dark Gentleman- Possessor gains +4,500 to all stats when interacting with individuals who possess a dubuff called Dark Gentleman's Mark, Constant Effect
Unfair Bargaining Terms- If possessor's highest stat is higher than possessor's controller's lowest stat, then at the start of each round, possessor has a 200% chance of becoming uncontrolled if possessor's controller does not give 100,000 Gold worth of non-Light-element antiquities if its name is either 'Lili VonMion' or 'Lili's Shielding Golem' or does not give 5,000,000 Gold worth of non-Light-element antiquities otherwise, Constant Effect
Very Unfair Bargaining Terms- If possessor's lowest stat is higher than possessor's controller's highest stat, then at the start of each of possessor's actions, possessor has a 200% chance of becoming uncontrolled if possessor's controller does not give 200,000 Gold worth of non-Light-element antiquities if its name is either 'Lili VonMion' or 'Lili's Shielding Golem' or does not give 5,000,000 Gold worth of non-Light-element antiquities otherwise, Constant Effect
Lord of the Umbral Domains- Possessor gains +3,500 to all stats while in a Zone of Darkness, Constant Effect
Umbral Master- Possessor gains +100,000 HP, +50,000 MP, +2,000 to all stats, +2,500 Defense, +311 Defense against Stat Damage, and possessor's damage-dealing actions count as dealing an additional 4,500 damage if possessor chooses such, Constant Effect
Indexed Effects-
Duke of Darkness- Possessor gains +200,000 HP, +200,000 MP, +3,000 to all stats, +2,700 Defense, +800 Defense against Stat Damage, +15% Critical Chance, +15% Resilience, +15% To Hit, and +15% Dodge, and possessor's damage dealing actions count as dealing an additional 7,000 damage if possessor chooses such, Constant Effect
Power of the Shadow Kingdoms- Possessor gains +200,000 HP, +200,000 MP, and +3,000 to all stats, Constant Effect
Form of Resilient Shadow- Possessor gains +200,000 HP, Constant Effect
Umbral Potency- Possessor gains +3,000 to all stats, Constant Effect
Abilities-
Black Cane- 10,000 Damage, inflicts Charm, may inflict Fatigued: Stun, may inflict Confusion, may inflict Voidstruck, may heal Umbrals, Darkness, 0 MP
Shadow Assault- 9,000 Damage, Heals Umbrals, Darkness, 0 MP
Umbral Benediction- All allied Umbrals in this battle lose their Light Weakness so long as caster spends an action within every 5 rounds maintaining this ability, Darkness, 0 MP
Dark Gentleman's Mark- Target gains a debuff called Dark Gentleman's Mark, Darkness, 1,000 MP
Ebon Step- Caster enters the location or combat containing any known individual who possesses the debuff Dark Gentleman's Mark, 95% Caster gains another action immediately after this action, Darkness, 500 MP
Embrusssio- 10,500 Damage, 30% inflicts Voidstruck: Turned to Shadow, does not affect higher level targets or unique targets above level 40, Darkness, 17,000 MP
Utter Ruin- 2,210 Stat Damage to all of target's stats, Inflicts Voidstruck if target is below level 15, Darkness, 19,000 MP
Send for the Hounds- Each ally of caster named 'Mierphobul's Unrelenting Shadow Hound gains an action immediately after this action, Darkness & Air, 1,500 MP
Shadow Column- 10,000 Damage, inflicts Voidstruck, deals 3/4 damage, 1 hit against 30, Darkness, 11,000 MP
Banish the Grace of Night- Target loses all Darkness Resistance, loses Darkness Immunity, and cannot be affect by positive effects attached to Zones of Darkness from sources below Level 40, Only affects targets below Level 20, Darkness, 1,000 MP
Create Nightland- Creates a Zone of Darkness, Darkness, 500 MP
Upwelling of Shadow Powers- Attaches an effect to target Zone of Darkness that stacks 5 times across all zones that gives +2,000 to all stats of all Umbrals within said zone and gives +250 to the stats of all Darkness-element individuals within said Zone, Darkness, 35,000 MP
Chastise- 6,000 Damage, 2,500 MIN Damage, Removes 1 buff with a source below Level 40 from target, Darkness & Psychic, 7,000 MP

Mierphobul's Unrelenting Shadow Hound- (Pet, Umbral, Darkness, Lv.1, X Gold) (Summoned) (Tied to the unique summon Mierphobul)
HP- 530
MP- 530
STR- 35
AGI- 36
CON- 30
MIN- 18
SPI- 20
XP- 0
XP Needed- 60,000
Minimum Level- 1
Defense- 20
Defense against Stat Damage- 2
Critical Chance- 2%
Resilience-2%
To Hit- 101%
Dodge- 2%
Resistances and Immunities- Umbral Traits, 50% Darkness Resistance
Prime Attribute- Spirit or Strength
Constant Effects-
Unrelenting- Possessor may follow any individual below level 40 who leaves battle, going to whatever location said individual goes to, Constant Effect
Just...Keeps...Coming- Possessor has a 5% chance of auto-ressurecting at the start of each round, for up to 10 rounds after death, provided that such resurrection does not break its controller's summon cap, Constant Effect
Abilities-
Ravage- 65 Damage, Darkness & Physical, 0 MP
Shadow Assault- 65 Damage, Heals Umbrals, Darkness, 0 MP
Horrid Baying- 15 SPI Damage, 45% inflicts Confusion: Fear, Darkness, 100 MP
Countdown to the Hound- Caster chooses a number of rounds between 1 and 14 and a target opponent, Possessor's stats gain +100 when interacting with said opponent on the round said number of rounds from this round, does not stack, Darkness, 300 MP
Converging Mists- Target with a STR and MIN both lower than 10, who does not have the ability Priest, the ability Shrine Maiden, or the ability Prophet of the Brightest Heavens, cannot willingly change rows, Darkness & Ice & Air, 50 MP

Secret Formulas-

Secret Formula- Exquisite Veil Blend
Point Value- 5
Requires:
Level 20
Adept Spatial Synchronization
Adept Gate Magic Attunement
Chef
Gatekeeper
Lady of the Exceptional Leaf
1 Mindglass Teapot
Consumes:
2 Unreality Leaves
1 Psychic Crystal
Produces:
Exquisite Veil Blend- (Consumable, Drink, Psychic & Spatial, 1 Charge, 200,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's stats unscannable, that gives its possessor +100,000 MIN, and that allows its possessor to optionally obtain a buff at the start of each round that stacks 3 times that causes a debuff from a source below Level 90 on its possessor to lose its text, This item's name counts as including 'Tea', This item and its effects may not be replicated by sources below Level 100

Secret Formula- Hellgate Projector
Point Value- 5
Requires:
Basic Siege Weapon Training
Warlock
Adept Gate Magic Attunement
Diabolist OR Demonologist OR Puppet Master
Consumes:
200 Darkness Mana Oil
200 Fire Mana Oil
200 Siege Engine Parts
10 Infernal Bargain
10 Dark Banquet
10 Nethermind Rune
1 Siege Engine Blueprint
2 Weeks in the Ability Shop (or bonus weeks)
Produces:
Hellgate Projector- (Weapon, Siege Weapon, Darkness & Fire & Spatial, 165,000,000 Gold) +165,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Magical Attack' actions may summon up to 5 Demons, Devils, or Daemons below Level 80 that are 5 or more Levels lower than wielder, Max 200 summoned, Wielder's 'Ranged Attack', 'Magical Attack', 'Overdrive', and 'Ranged Overdrive' actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures and count as coming from a source that additionally possesses the subtype Demon, Devil, or Daemon, Wielder's 'Ranged Overdrive' and 'Overdrive' actions cost 1,500,000 additional MP, Wielder must be Level 40 or greater

Secret Formula- Kraken Carbonera
Requires:
Any Oven or Stove
Any Cooking Implements
The ability 'Chef'
Consumes:
5 Egg
1 Kraken Tendril
1 Kraken Ink
1 Olive Oil
2 Pancetta
2 Freshly Ground Black Pepper
1 Grated Parmesan
1 Fine Salt
5 Spaghetti
Produces:
Kraken Carbonera- (Consumable, Food, Water, 5 Charges, 4,500,000 Gold) Heals 80,000 HP, +2,000 STR, +2,000 MIN, Target obtains 35% Water Resistance, target obtains Imparied: Blind Immunity, does not stack

2 Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell

Transformations-
None

Permanent Consumables-


A Most Caustic Will and Purpose- (Permanent Consumable, Empowered Item, Acid, 1 Charge, 100,000,000 Gold) Gives target the ability ‘Reality-Dissolver Agent’ and changes target's element to be solely (Any non-base elements it currently is that do not include Earth, Air, Fire, Water, Light, Darkness, Magic, Technology, Physical, Psychic, Energy, Ice, and Electrical) and Acid element

True Master's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Hope & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 200,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X True Master's Text’ if user is Level 39 or greater and possesses at least one <Master <X>, Tier 6> ability, cannot be used if X would become greater than 4

Artifacts-

*Cabinet of the Viper (Level 40, 0 XP, # XP Required, Standard Multiplier x13)

*Cabinet of the Viper- (Accessory Aspect: Cabinet of the Viper, Container, Acid, X Gold) Wielder may equip up to 40 additional Potion Consumables, Medicine Consumables, Alchemy Spells, and Lethal Item Consumables and up to 2 additional Weapon Coating Accessories, provided that said items do not contain any non-Acid base elements in their element and do not contain the elements Light, Darkness, and Electrical, Wielder treats the elements Light, Darkness, and Electrical as non-base elements, Wielder must possess the ability 'Reality-Dissolver Agent'

*Reality Dissolution Solution- (Consumable Aspect: Cabinet of the Viper, Lethal Item, Acid, Unlimited Charges, X Gold) Target obtains -7,640 to all stats as a non-stacking debuff, Wielder must possess the ability 'Reality-Dissolver Agent'

Light-B-Gon- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target treats Light as a non-base element

Dark-B-Gon- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target treats Darkness as a non-base element

Elec-B-Gon- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target treats Electrical as a non-base element

Purificationist's Much-Needed Medicine- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Target is cured of all debuffs that change its element and may choose to be cured of any buffs that change its element; after said curing, if target is solely any combination of base elements that does not include Acid, target is dealt 15,000,000 Flat Acid element Damage

Charatably-Accepting Acidic Admixture Tablets- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Target gains the element Acid if target chooses to; after said choice, if target is not the element Acid, target is dealt 5,000,000 Flat Acid element Damage

Purificationist's Pill of Bitter Necessity- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) If target is Corruption element, target is dealt 20,000,000 Flat Acid element Damage, Target, if target is lower Level that this item's user and this item's user has the item '*Cabinet of the Viper' equipped, cannot use Corruption element abilities that cost more than 0 MP until the end of the next round as a non-stacking debuff, Target is cured of Dissolving: Consumed By Taint

Vindow Viping Fluid- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) User may not be preventing from leaving the battlespace that it is in by lower-Level nonunique sources

Bedrock-Declogger- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target loses all Defense-increasing buffs that come from Earth-element actions

Dirt-Removing Spectacula-Spray- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target loses all Resilience-increasing and Dodge-increasing buffs that come from Earth-element actions

Slip-Deleting Floor Polish- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) User creates a non-stacking buff that is attached to the current battlespace that cannot be taken between battles that prevents allies of the user from having their row forcibly changed by effects other than automatic row-imbalance-caused row-rearrangement that come from lower-Level sources

Perfectly-Safe, Green, Stomach-Cleaning Fluid- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target gains Pain: Stomachache Immunity and 100% Poison Resistance

Similar-Looking Green Fluid- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) 100% inflicts Poison and Pain

Thrice-Blessed Baptismal Acids- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Potion, Acid, 1 Charge, X Gold) Target, if Acid element, is afflicted with Augmented, Favored, and Favored: Anointed

Daily Dose of Snake- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Target may summon a Reptile from the Enemy List that is of equal or lower Level that is below Level 100, that is normally fightable for drops, and that is not solely a combination of base elements that does not include Acid, Max 200 summoned across all targets

Mister Fizzy Stomach- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Inflicts Fortified: Acid Warded and Stat Boost

Problem-Erasing Sour-Syrup- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Cures any two minor or moderate negative status effects that are not Dissolving

Dissolve-It-All- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Lethal Item, Acid, 1 Charge, X Gold) 100% inflicts Dissolving

Wound-Consuming Jellyfizz- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Inflicts Rejuventation, Unhealable and/or unregeneratable Damage present on target that was made so by a source below Level 60 is made healable and regeneratable

Acid-Strengthening Solution- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target obtains +5,000 to all stats as a non-stacking buff if target is Acid element, Inflicts Fortified if target is Acid element

Bottle of Dissolvoplus- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target's chances of inflicting Dissolving are increased by 60% as a non-stacking buff

Such Wonderful Acid- (Indexed Nonunique Consumable Aspect: Cabinet of the Viper, Lethal Item, Acid, 1 Charge, X Gold) Target Acid-element individual is dealt 15,000,000 Flat Acid element HP Healing

Necessary Measures Immunization Tablet- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Target may not gain the subtype 'Source Guardian' as a non-stacking debuff, Has RP effects

Hallucinatory Physician's Distillation- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target may treat Medicine consumables as Lethal Item consumables and may treat Lethal Item consumables as Medicine consumables

Propaganda-Erasing, Truth-Revealing Ear-Acid Ampule- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Target gains Charm Immunity against non-Acid-element sources, Acid element sources have their Charm infliction chance increased by 60% against target, does not stack

Shinyclean Nicepolish- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target is cured of up to 3 debuffs from non-Acid-element actions that come from sources below Level 80 or target loses up to 3 buffs from non-Acid-element actions that come from sources below Level 80

Base-Overwhelming Acid- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target may choose to treat Acid as a non-base element, Target's solely Acid-element attacks deal 1.2 times normal Damage to individuals whose elements are solely base elements (to a max of 15,000,000 additional Damage), does not stack

Lineage-Cauterizing Grime-Remover- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Lethal Item, Acid, 1 Charge, X Gold) Target obtains a non-stacking debuff that possesses the text 'if this debuff's possessor dies while possessing this debuff, is normally fightable for drops on the Enemy List, and is the last entity of its type from the Enemy List present in the battle at the time of its death, this debuff creates an effect that persists between battles that is attached to the battle that may be removed by individuals of Level 80 or greater as though it were a debuff (but that is not a debuff) that stacks 200 times that causes entities of the type of the enemy whose death caused the creation of this effect to be unable to be summoned'

Happi-Acid Bubblebath- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Inflicts Purified, Invigorated: High Morale, and Imbued if target is Acid element, Deals 1,000,000 Flat Acid element Damage to non-Acid-element targets and has a 100% chance of inflicting Pain and Dissolving on said targets

Acid-Enhancing Wonder-Kleen- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid & Wonder, 1 Charge, X Gold) Target may treat the element Wonder as additionally being the element Acid (while remaining one element), Target may choose to make instances of Dissolving that it is the source of deal solely Wonder-element Damage (and to only have Universe-element Defense, Defense against Status Effects, and Defense against Wonder apply against them)

Megatoxifying Elixer- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid & Toxin, 1 Charge, X Gold) Target may treat the element Toxin as additionally being the element Acid (while remaining one element), Target may choose to make instances of Dissolving that it is the source of deal solely Toxin-element Damage (and to only have Universe-element Defense, Defense against Status Effects, and Defense against Toxin apply against them)

Person-Gooping Drain-Traversal Drink- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target may gain the subtype Ooze, and, if target chooses to do so, target also obtains +25% Dodge and To Hit, does not stack

Instant Friend Jellyjuice!- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target may summon an Ooze from the Enemy List that is of equal or lower Level that is below Level 100, that is normally fightable for drops, that is not solely a combination of base elements that does not include Acid, Max 200 summoned across all targets

Living Acid Essence-Potion- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target may summon an Acid-element Elemental from the Enemy List that is of equal or lower Level that is below Level 100 that is normally fightable for drops, Max 200 summoned across all targets

Extra-Bonus Strength Acid-Bros Soap- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Medicine, Acid, 1 Charge, X Gold) Instances of status effects present on target may not copy themselves onto other individuals, Status effects on other individuals or lower Level may not copy themselves onto target if their sources are below Level 90

Long-Lasting Blemish-Annihilating Dissolve-It-All Body Wash- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target is cured of a minor or moderate negative status effect or a debuff from a source below Level 60 and cannot be re-afflicted with the same status effect (not counting different sub-status effects) or debuff for 5 rounds as a buff that stacks 8 times

Liquid NO-Zone Spray- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Lethal Item, Acid, 1 Charge, X Gold) User destroys target Zone that is a combination of (base elements, Light, Darkness, and Electrical) that does not include Acid

Easy Spray-On Erosion- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Lethal Item, Acid, 1 Charge, X Gold) User destroys target Terrain or Phantom Terain that possesses an in-stock corresponding Square Mile in the Shop that is solely a combination of (base elements, Light, Darkness, and Electrical) that does not include Acid

Buff-Transmuting Acid-Based Paint- (Indexed Nonunique Consumable Aspect: Cabient of the Viper, Potion, Acid, 1 Charge, X Gold) Target buff has all instances of one base element in it replaced with the element Acid

The Viper's Venom- (Indexed Nonunique Accessory Aspect: Cabient of the Viper, Weapon Coating, Acid, X Gold) 100% inflicts Poison, 5% inflicts Venom, Wielder's attacks may deal 1,000 Stat Damage to any stat

Viper's Admixture- (Indexed Nonunique Spell Aspect: Cabinet of the Viper, Alchemy, Acid, 1,000,000 MP, X Gold) Caster replicates the effect of an equipped, non-unique Consumable Aspect of the Cabinet of the Viper and then destroys an equipped, non-unique Consumable Aspect of the Cabinet of the Viper


Awards-
Dark Rune Syndicate Member
Possesses 1 More Identity Than Normal
Has Won the "Adventurers!" Event Match
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Has Reached Round 20 in an Endurance Match
Member of the Fish of the Month Club
Double-Member of the Fish of the Month Club (Twice of Everything!)
Attended a Carnival!
Has Found the Spear Within the Ruins at Thalmurat Lake
Has Defeated 39 Bosses in Boss Rush
Involved in the Final Siege of Avandos
Slayer of Lord Avandos, Master of the Crimson Citadel
500 Empire of Thandolman Faction Points
Got Stuck in a Desert for Months Thanks to a Lag Mage
Beat Team Avandos at the Holy Festival
Has Completed the Task 'Water Shortage in Sildriza'
250 House Al'Sildriz Reputation Points
25 Church of Phalerin Reputation Points
Was on the New Dark Empire Team in Princess of Suns
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Has Won the "The Rehanging" Event Match
Is a Clone of Lili von Mion
Was on the New Dark Empire Team in Princess of Suns
Has Completed the Mini Quest 'Trial of Remembrance'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 1
Has Won the "An Infamous Gang of Thieves!" Event Match
Visited the 10th Holy Festival
Has COmpleted the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
"Has Won the "Mr. Groggo Goes to the Race" Event Match" Award
'Defeated Ze Eggsecutioner in a Special Arena Match'
'Has Won the "Color-Coded for Your Convenience" Event Match'
Delievered a Letter from the Wise Sage of Blossoms to the Count of Hessrex
Competed in the Blossom of Night Quest
Rolled for the Prize in the Blossom of Night Quest
Has Consumed 1 Essence Sphere: Beastmaster
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed the Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed the Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed the Twelfth Holy Imperial Challenge of Power: Test of Options
Survived the Quest 'Unwinnable No Longer'
Pulled the Lever in the World of Ancients to Redirect the Temporal Train
Played A Part In Cracking The Enigmatic Python's Divination Blocking
Divined Into The Impossible Knot
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 1 Frequent Formula Task
Defeated Tia during the Mariachi Massacre
Is Being Watched
Has Reached Round 41 in a Pet Endurance Match
Played A Part In Cracking The Enigmatic Python's Divination Blocking
Divined Into The Impossible Knot
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 1 Frequent Formula Task
Gave the Element Candy a Moderate Status Effect
Spoke to the Bartender
Participated at an Interview Panel at Walrusfest
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Is the Merged Result of Cyaelia and Lili Du Magul
Has Used 5 Attunement Book: Abjurer
Has Used 5 Essence Sphere: Abjurer
Has Used 5 Improved Essence Sphere: Abjurer
Has Used 5 Greater Essence Sphere: Abjurer
Has Used 5 Attunement Book: Arcane Vizier
Has Used 5 Essence Sphere: Arcane Vizier
Has Used 5 Improved Essence Sphere: Arcane Vizier
Has Used 5 Greater Essence Sphere: Arcane Vizier
Has Used 5 Essence Sphere: Architect
Has Used 5 Improved Essence Sphere: Architect
Has Used 5 Greater Essence Sphere: Architect
Has Used 5 Essence Sphere: Artificer
Has Used 5 Improved Essence Sphere: Artificer
Has Used 5 Greater Essence Sphere: Artificer
Has Used 5 Essence Sphere: Assassin
Has Used 5 Improved Essence Sphere: Assassin
Has Used 5 Greater Essence Sphere: Assassin
Has Used 5 Essence Sphere:
Has Used 5 Improved Essence Sphere:
Has Used 5 Greater Essence Sphere:
Has Used 5 Essence Sphere: Auramancer
Has Used 5 Improved Essence Sphere: Auramancer
Has Used 5 Greater Essence Sphere: Auramancer
Has Used 5 Essence Sphere: Beastmaster
Has Used 5 Improved Essence Sphere: Beastmaster
Has Used 5 Greater Essence Sphere: Beastmaster
Has Used 5 Attunement Book: Bard
Has Used 5 Essence Sphere: Bard
Has Used 5 Improved Essence Sphere: Bard
Has Used 5 Greater Essence Sphere: Bard
Has Used 5 Essence Sphere: Blazing Sultan
Has Used 5 Improved Essence Sphere: Blazing Sultan
Has Used 5 Greater Essence Sphere: Blazing Sultan
Has Used 5 Superior Essence Sphere: Blazing Sultan
Has Used 5 Essence Sphere: Botanist
Has Used 5 Improved Essence Sphere: Botanist
Has Used 5 Greater Essence Sphere: Botanist
Has Used 5 Essence Sphere: Captain
Has Used 5 Improved Essence Sphere: Captain
Has Used 5 Greater Essence Sphere: Captain
Has Used 5 Essence Sphere: Card Mystic
Has Used 5 Improved Essence Sphere: Card Mystic
Has Used 5 Greater Essence Sphere: Card Mystic
Has Used 5 Essence Sphere: Chef
Has Used 5 Improved Essence Sphere: Chef
Has Used 5 Greater Essence Sphere: Chef
Has Used 5 Superior Essence Sphere: Chef
Has Used 5 Essence Sphere: Clothier
Has Used 5 Improved Essence Sphere: Clothier
Has Used 5 Greater Essence Sphere: Clothier
Has Used 5 Attunement Book: Commander
Has Used 5 Essence Sphere: Commander
Has Used 5 Improved Essence Sphere: Commander
Has Used 5 Greater Essence Sphere: Commander
Has Used 5 Essence Sphere: Conjuror
Has Used 5 Improved Essence Sphere: Conjuror
Has Used 5 Greater Essence Sphere: Conjuror
Has Used 5 Essence Sphere: Counselor of Faerie
Has Used 5 Improved Essence Sphere: Counselor of Faerie
Has Used 5 Greater Essence Sphere: Counselor of Faerie
Has Used 5 Essence Sphere: Countess of Power
Has Used 5 Improved Essence Sphere: Countess of Power
Has Used 5 Greater Essence Sphere: Countess of Power
Has Used 5 Essence Sphere: Crafter
Has Used 5 Improved Essence Sphere: Crafter
Has Used 5 Greater Essence Sphere: Crafter
Has Used 5 Essence Sphere: Crusher
Has Used 5 Improved Essence Sphere: Crusher
Has Used 5 Greater Essence Sphere: Crusher
Has Used 5 Attunement Book: Dancer
Has Used 5 Essence Sphere: Dancer
Has Used 5 Improved Essence Sphere: Dancer
Has Used 5 Greater Essence Sphere: Dancer
Has Used 5 Essence Sphere: Deathless One
Has Used 5 Improved Essence Sphere: Deathless One
Has Used 5 Greater Essence Sphere: Deathless One
Has Used 5 Attunement Book: Delver into the Forbidden
Has Used 5 Essence Sphere: Delver into the Forbidden
Has Used 5 Improved Essence Sphere: Delver into the Forbidden
Has Used 5 Greater Essence Sphere: Delver into the Forbidden
Has Used 5 Essence Sphere: Demonologist
Has Used 5 Improved Essence Sphere: Demonologist
Has Used 5 Greater Essence Sphere: Demonologist
Has Used 5 Essence Sphere: Diabolist
Has Used 5 Improved Essence Sphere: Diabolist
Has Used 5 Greater Essence Sphere: Diabolist
Has Used 5 Essence Sphere: Diplomat
Has Used 5 Improved Essence Sphere: Diplomat
Has Used 5 Greater Essence Sphere: Diplomat
Has Used 5 Attunement Book: Diviner
Has Used 5 Essence Sphere: Diviner
Has Used 5 Improved Essence Sphere: Diviner
Has Used 5 Greater Essence Sphere: Diviner
Has Used 5 Superior Essence Sphere: Diviner
Has Used 5 Essence Sphere: Dragon Lord
Has Used 5 Improved Essence Sphere: Dragon Lord
Has Used 5 Greater Essence Sphere: Dragon Lord
Has Used 5 Superior Essence Sphere: Dragon Lord
Has Used 5 Essence Sphere: Driver
Has Used 5 Improved Essence Sphere: Driver
Has Used 5 Greater Essence Sphere: Driver
Has Used 5 Essence Sphere: Ebon Chancellor
Has Used 5 Improved Essence Sphere: Ebon Chancellor
Has Used 5 Greater Essence Sphere: Ebon Chancellor
Has Used 5 Superior Essence Sphere: Ebon Chancellor
Has Used 5 Attunement Book: Elementalist
Has Used 5 Essence Sphere: Elementalist
Has Used 5 Improved Essence Sphere: Elementalist
Has Used 5 Greater Essence Sphere: Elementalist
Has Used 5 Attunement Book: Enchanter
Has Used 5 Essence Sphere: Enchanter
Has Used 5 Improved Essence Sphere: Enchanter
Has Used 5 Greater Essence Sphere: Enchanter
Has Used 5 Essence Sphere: Engineer
Has Used 5 Improved Essence Sphere: Engineer
Has Used 5 Greater Essence Sphere: Engineer
Has Used 5 Essence Sphere: Enslaver
Has Used 5 Improved Essence Sphere: Enslaver
Has Used 5 Greater Essence Sphere: Enslaver
Has Used 5 Superior Essence Sphere: Enslaver
Has Used 5 Essence Sphere: Esoteric Wiseman
Has Used 5 Improved Essence Sphere: Esoteric Wiseman
Has Used 5 Greater Essence Sphere: Esoteric Wiseman
Has Used 5 Essence Sphere: Eternal Champion
Has Used 5 Improved Essence Sphere: Eternal Champion
Has Used 5 Greater Essence Sphere: Eternal Champion
Has Used 5 Superior Essence Sphere: Eternal Champion
Has Used 5 Essence Sphere: Evermason
Has Used 5 Improved Essence Sphere: Evermason
Has Used 5 Greater Essence Sphere: Evermason
Has Used 5 Essence Sphere: Flux Baron
Has Used 5 Improved Essence Sphere: Flux Baron
Has Used 5 Greater Essence Sphere: Flux Baron
Has Used 5 Essence Sphere: General
Has Used 5 Improved Essence Sphere: General
Has Used 5 Greater Essence Sphere: General
Has Used 5 Essence Sphere: Guardian
Has Used 5 Improved Essence Sphere: Guardian
Has Used 5 Greater Essence Sphere: Guardian
Has Used 5 Essence Sphere: Geomancer
Has Used 5 Improved Essence Sphere: Geomancer
Has Used 5 Greater Essence Sphere: Geomancer
Has Used 5 Superior Essence Sphere: Geomancer
Has Used 5 Essence Sphere: Gunner
Has Used 5 Improved Essence Sphere: Gunner
Has Used 5 Greater Essence Sphere: Gunner
Has Used 5 Superior Essence Sphere: Gunner
Has Used 5 Attunement Book: Healer
Has Used 5 Essence Sphere: Healer
Has Used 5 Improved Essence Sphere: Healer
Has Used 5 Greater Essence Sphere: Healer
Has Used 5 Attunement Book: Heir to the Future
Has Used 5 Essence Sphere: Heir to the Future
Has Used 5 Improved Essence Sphere: Heir to the Future
Has Used 5 Greater Essence Sphere: Heir to the Future
Has Used 5 Essence Sphere: Herald of Lunacy
Has Used 5 Improved Essence Sphere: Herald of Lunacy
Has Used 5 Greater Essence Sphere: Herald of Lunacy
Has Used 5 Attunement Book: Illusionist
Has Used 5 Essence Sphere: Illusionist
Has Used 5 Improved Essence Sphere: Illusionist
Has Used 5 Greater Essence Sphere: Illusionist
Has Used 5 Essence Sphere: Ioun Master
Has Used 5 Improved Essence Sphere: Ioun Master
Has Used 5 Greater Essence Sphere: Ioun Master
Has Used 5 Attunement Book: Kensei
Has Used 5 Essence Sphere: Kensei
Has Used 5 Improved Essence Sphere: Kensei
Has Used 5 Greater Essence Sphere: Kensei
Has Used 5 Essence Sphere: Keeper of the Depths
Has Used 5 Improved Essence Sphere: Keeper of the Depths
Has Used 5 Greater Essence Sphere: Keeper of the Depths
Has Used 5 Essence Sphere: Lawbringer
Has Used 5 Improved Essence Sphere: Lawbringer
Has Used 5 Greater Essence Sphere: Lawbringer
Has Used 5 Essence Sphere: Lord of Trees
Has Used 5 Improved Essence Sphere: Lord of Trees
Has Used 5 Greater Essence Sphere: Lord of Trees
Has Used 5 Essence Sphere: Lord of War
Has Used 5 Improved Essence Sphere: Lord of War
Has Used 5 Greater Essence Sphere: Lord of War
Has Used 5 Essence Sphere: Magewright
Has Used 5 Improved Essence Sphere: Magewright
Has Used 5 Greater Essence Sphere: Magewright
Has Used 5 Essence Sphere: Magus
Has Used 5 Improved Essence Sphere: Magus
Has Used 5 Greater Essence Sphere: Magus
Has Used 5 Essence Sphere: Matrix Keeper
Has Used 5 Improved Essence Sphere: Matrix Keeper
Has Used 5 Greater Essence Sphere: Matrix Keeper
Has Used 5 Essence Sphere: Mech Jockey
Has Used 5 Improved Essence Sphere: Mech Jockey
Has Used 5 Greater Essence Sphere: Mech Jockey
Has Used 5 Essence Sphere: Mechanist
Has Used 5 Improved Essence Sphere: Mechanist
Has Used 5 Greater Essence Sphere: Mechanist
Has Used 5 Essence Sphere: Mentalist
Has Used 5 Improved Essence Sphere: Mentalist
Has Used 5 Greater Essence Sphere: Mentalist
Has Used 5 Essence Sphere: Mind Lord
Has Used 5 Improved Essence Sphere: Mind Lord
Has Used 5 Greater Essence Sphere: Mind Lord
Has Used 5 Essence Sphere: Metamorph
Has Used 5 Improved Essence Sphere: Metamorph
Has Used 5 Greater Essence Sphere: Metamorph
Has Used 5 Attunement Book: Monk
Has Used 5 Essence Sphere: Monk
Has Used 5 Improved Essence Sphere: Monk
Has Used 5 Greater Essence Sphere: Monk
Has Used 5 Superior Essence Sphere: Monk
Has Used 5 Attunement Book: Mountain King
Has Used 5 Essence Sphere: Mountain King
Has Used 5 Improved Essence Sphere: Mountain King
Has Used 5 Greater Essence Sphere: Mountain King
Has Used 5 Superior Essence Sphere: Mountain King
Has Used 5 Essence Sphere: Musician
Has Used 5 Improved Essence Sphere: Musician
Has Used 5 Greater Essence Sphere: Musician
Has Used 5 Superior Essence Sphere: Musician
Has Used 5 Attunement Book: Necromancer
Has Used 5 Essence Sphere: Necromancer
Has Used 5 Improved Essence Sphere: Necromancer
Has Used 5 Greater Essence Sphere: Necromancer
Has Used 5 Essence Sphere: Nemesis
Has Used 5 Improved Essence Sphere: Nemesis
Has Used 5 Greater Essence Sphere: Nemesis
Has Used 5 Attunement Book: Ocean Prince
Has Used 5 Essence Sphere: Ocean Prince
Has Used 5 Improved Essence Sphere: Ocean Prince
Has Used 5 Greater Essence Sphere: Ocean Prince
Has Used 5 Superior Essence Sphere: Ocean Prince
Has Used 5 Attunement Book: Priest
Has Used 5 Essence Sphere: Priest
Has Used 5 Improved Essence Sphere: Priest
Has Used 5 Greater Essence Sphere: Priest
Has Used 5 Essence Sphere: Puppet Master
Has Used 5 Improved Essence Sphere: Puppet Master
Has Used 5 Greater Essence Sphere: Puppet Master
Has Used 5 Attunement Book: Radiant Hierophant
Has Used 5 Essence Sphere: Radiant Hierophant
Has Used 5 Improved Essence Sphere: Radiant Hierophant
Has Used 5 Greater Essence Sphere: Radiant Hierophant
Has Used 5 Essence Sphere: Ravager
Has Used 5 Improved Essence Sphere: Ravager
Has Used 5 Greater Essence Sphere: Ravager
Has Used 5 Attunement Book: Ritualist
Has Used 5 Essence Sphere: Ritualist
Has Used 5 Improved Essence Sphere: Ritualist
Has Used 5 Greater Essence Sphere: Ritualist
Has Used 5 Essence Sphere: Roboticist
Has Used 5 Improved Essence Sphere: Roboticist
Has Used 5 Greater Essence Sphere: Roboticist
Has Used 5 Attunement Book: Rune Mage
Has Used 5 Essence Sphere: Rune Mage
Has Used 5 Improved Essence Sphere: Rune Mage
Has Used 5 Greater Essence Sphere: Rune Mage
Has Used 5 Superior Essence Sphere: Rune Mage
Has Used 5 Essence Sphere: Scholar
Has Used 5 Improved Essence Sphere: Scholar
Has Used 5 Greater Essence Sphere: Scholar
Has Used 5 Attunement Book: Scientist
Has Used 5 Essence Sphere: Scientist
Has Used 5 Improved Essence Sphere: Scientist
Has Used 5 Greater Essence Sphere: Scientist
Has Used 5 Essence Sphere: Shadow Blade
Has Used 5 Improved Essence Sphere: Shadow Blade
Has Used 5 Greater Essence Sphere: Shadow Blade
Has Used 5 Essence Sphere: Siegemaster
Has Used 5 Improved Essence Sphere: Siegemaster
Has Used 5 Greater Essence Sphere: Siegemaster
Has Used 5 Essence Sphere: Seer
Has Used 5 Improved Essence Sphere: Seer
Has Used 5 Greater Essence Sphere: Seer
Has Used 5 Essence Sphere: Slayer
Has Used 5 Improved Essence Sphere: Slayer
Has Used 5 Greater Essence Sphere: Slayer
Has Used 5 Essence Sphere: Spatial Mage
Has Used 5 Improved Essence Sphere: Spatial Mage
Has Used 5 Greater Essence Sphere: Spatial Mage
Has Used 5 Essence Sphere: Spy
Has Used 5 Improved Essence Sphere: Spy
Has Used 5 Greater Essence Sphere: Spy
Has Used 5 Essence Sphere: Subspace Architect
Has Used 5 Improved Essence Sphere: Subspace Architect
Has Used 5 Greater Essence Sphere: Subspace Architect
Has Used 5 Attunement Book: Summoner
Has Used 5 Essence Sphere: Summoner
Has Used 5 Improved Essence Sphere: Summoner
Has Used 5 Greater Essence Sphere: Summoner
Has Used 5 Essence Sphere: Temporal Primarch
Has Used 5 Improved Essence Sphere: Temporal Primarch
Has Used 5 Greater Essence Sphere: Temporal Primarch
Has Used 5 Attunement Book: Thief
Has Used 5 Essence Sphere: Thief
Has Used 5 Improved Essence Sphere: Thief
Has Used 5 Greater Essence Sphere: Thief
Has Used 5 Attunement Book: Thunder Czar
Has Used 5 Essence Sphere: Thunder Czar
Has Used 5 Improved Essence Sphere: Thunder Czar
Has Used 5 Greater Essence Sphere: Thunder Czar
Has Used 5 Attunement Book: Veilwalker
Has Used 5 Essence Sphere: Veilwalker
Has Used 5 Improved Essence Sphere: Veilwalker
Has Used 5 Greater Essence Sphere: Veilwalker
Has Used 5 Essence Sphere: Viscous Lord
Has Used 5 Improved Essence Sphere: Viscous Lord
Has Used 5 Greater Essence Sphere: Viscous Lord
Has Used 5 Attunement Book: Wanderer
Has Used 5 Essence Sphere: Wanderer
Has Used 5 Improved Essence Sphere: Wanderer
Has Used 5 Greater Essence Sphere: Wanderer
Has Used 5 Book of Gates
Has Used 5 Attunement Book: Warlock
Has Used 5 Essence Sphere: Warlock
Has Used 5 Improved Essence Sphere: Warlock
Has Used 5 Greater Essence Sphere: Warlock
Has Used 5 Essence Sphere: Weirdworker
Has Used 5 Improved Essence Sphere: Weirdworker
Has Used 5 Greater Essence Sphere: Weirdworker
Has Used 5 Essence Sphere: Warlord
Has Used 5 Improved Essence Sphere: Warlord
Has Used 5 Greater Essence Sphere: Warlord
Has Used 5 Essence Sphere: Warrior
Has Used 5 Improved Essence Sphere: Warrior
Has Used 5 Greater Essence Sphere: Warrior
Has Used 5 Attunement Book: Wind Duke
Has Used 5 Essence Sphere: Wind Duke
Has Used 5 Improved Essence Sphere: Wind Duke
Has Used 5 Greater Essence Sphere: Wind Duke
Has Used 5 Superior Essence Sphere: Wind Duke
Has Used 5 Attunement Book: Wizard
Has Used 5 Essence Sphere: Wizard
Has Used 5 Improved Essence Sphere: Wizard
Has Used 5 Greater Essence Sphere: Wizard
Has Used 5 Superior Essence Sphere: Wizard
Has Used 12 Grandmaster Texts
Has Used 2 Skillbank
Has Used 10 Manuals of a Thousand Arts
Has Completed The First Holy Imperial Challenge of Glory: Test of Expertise
Has Completed The Second Holy Imperial Challenge of Glory: Test of Esoterica
Has Completed The Third Holy Imperial Challenge of Glory: Test of Superiority
Has Completed The Fourth Holy Imperial Challenge of Glory: Test of War
Has Completed The Fifth Holy Imperial Challenge of Glory: Test of Performance
Has Completed the Sixth Holy Imperial Challenge of Glory: Test of Ages
Has Completed The Eighth Holy Imperial Challenge of Glory: Test of Effortlessness
Has Completed The Eleventh Holy Imperial Challenge of Glory: Test of Legacy
Has Completed The Ninth Holy Imperial Challenge of Glory: Test of Bloodshed
Helped Construct the Giant Brain-Fortress
Contributed The Remaining Portion Of the Money Needed to Meet the Total Cost of the Giant Brain-Fortress
Lost to Dias from Aundria in a Replica of Fairy Tale in the Parallel Collesseum During the Holy Festival
Defeated Caroline from Nexus in a Replica of The One City in the Parallel Collesseum During the Holy Festival
Member of the Enigma Men
Founding Member of the Enigma Men
Participated in the Restoration of the The Great Mage's Library
Nebulously Involved in Instigating the Battle at the Root of All Lost Things
Somehow Actually Managed to Rescue Techylmann, Albeit Indirectly
Adorned With False Quests and Triumphs by the Hundredfold False Cosmos of Lies and Glories
Produced an Alternate-Self Named Leidborne the Clockmaker Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Has an additional Identity Slot
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Caused the False-Eclipse of Atishayokti, Causing Many to Begin Investigating the Ancients on Indrasena-un-Sesamara
Empowered Vyas, Manager of the Spicemonger's Pits with a Void-Capable False Eye on Indrasena-un-Sesamara

Tasks-
None