Kelver Netsumi (kitsune106)
Level 19
Shapeshifter, Acid
HP- 4725
MP- 3800
STR- 57 (3)
AGI- 190 (10)
CON- 430 (17)
MIN- 256 (13)
SPI- 427 (17)
SAN: 95 (5)
INF: 95 (5)
RES: 95 (5)
XP- 5,443,450
XP Required- 70,000, Holy Imperial Seal of Worth
Fame- 9
Gold- 1,145,141
Bonus Weeks: 86 (+ 24 druid only, 9 Geomancer weeks )
Will Learn:
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Fortify Body
Overdrive
Attack:
Change Stance- (Active Ability, Attack) Possessor changes stances
Craft- (Active Ability, Attack) User uses a secret formula.
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).
Beastmaster:
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Form of Rat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Biomancer:
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Botanist:
Also Has Apple-Flavored Candy Leaves- (Passive Ability, Botanist) If possessor is a Plant, quantities of HP Healing dealt by possessor are increased by 400 points
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 Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
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
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
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 Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Motivate Plants- (Passive Ability, Botanist) Whenever possessor targets an allies Plant with an action that includes a Leadership spell, said target obtains +15 to all stats as a buff that stacks 4 times and has a 60% chance of being afflicted with Invigorated: High Morale
Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Plant Calling III- (Passive Ability, Botanist) Possessor's Plant summons gain +500 MP
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
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
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 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
Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
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)
Pole-Raft Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +50 AGI if possessor is wielding a Polearm
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
Sailor of the Gloomsea- (Passive Ability, Captain) Possessor's Vessel transformations obtain +30 to all stats while possessor is in a Zone of Darkness
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
Skiff Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Skiff' gain +30 to all stats
Stealthy Rafting- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +1% Dodge against opponents who have not yet acted
Channeler:
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 Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Exposed to Intensive Mana Channeling- (Passive Ability, Channeler) Possessor may, for purposes of Channeler abilities and Channeling Magic spells, transfer up to 10,000 more MP than otherwise possible
nclusion 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.
Deathless One:
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
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Haunt Machine- (Active Ability, Deathless One) If possessor is Undead, possessor may spend an action to (mark one target Machine who is not immune to Hexed or Hexed: Haunted as being 'Haunted' and have a 100% chance of inflicting Hexed: Haunted on it) so long as no individual of Level 40 or greater objects.
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Mass-Production Haunting- (Passive Ability, Deathless One) Whenever a Machine that possessor has marked as Haunted creates at least one temporary, non-unique item worth under 100,000 Gold, possessor may choose to have it create an additional item of one such type and obtain said created item, Whenever a Machine that possessor has marked as Haunted that is not greater Level than possessor conducts a Technology or Physical element attack that targets at least 3 individuals, possessor may choose to have an additional hit be generated as part of said attack and target an individual of possessor's choice
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Diviner :
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
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
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
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
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
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Dragoon:
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Dragoon Jump- (Passive Ability, Dragoon) Possessor may conduct 'Melee Attack' actions from the back row if possessor has a Polearm equipped
Fisherman's Hook- (Active Ability, Dragoon) This character may use 'Fisherman's Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said action gains +50 Melee Attack against Aquatics and gains a 10% chance of inflicting Stat Drain: AGI Drain on Aquatics
Gloom Fisher's Hook- (Active Ability, Dragoon) Possessor, if in a Dragoon stance, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,702 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Polearm weapons, that deals x5 damage on a successful Critical (to a max of 500,000,000 additional Damage), that is solely Physical or Darkness & Air element, and that costs 0 MP
Gloom Fisher's Leap- (Active Ability, Dragoon) Possessor, if in a Dragoon stance, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,405 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Polearm weapons, that deals x4 damage on a successful Critical (to a max of 400,000,000 additional Damage), that deals full Damage to the back row, that is solely Physical or Water & Darkness element, and that costs 7,550 MP
Hook-and-Drag- (Technique Ability, Dragoon) Possessor may use 'Hook-and-Drag' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Polearm equipped. Said action may move targets that are not above Level 60 that are not 10 or more Levels greater than its performer that do not have a greater Strength than its performer from the back row to the front row.
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Pole-Fisherman- (Active Ability, Dragoon) Possessor gains +2% To Hit against Aquatics while possessor has a Polearm equipped
Druid :
*Connected to the Vastness of Parithorne Forest- (Passive Ability, Botanist) Possessor gains +5,000 CON and +500,000 HP, Whenever possessor deals Flat Earth-element Damage, said Damage is increased by 50,000 points, Possessor may summon one Plant whose name includes 'Tree' that is below Level 80 and normally fightable for drops on the Enemy List at the start of each round, Max 200 summoned, Possessor gains an additional +5,000 CON that is uncapped and an additional +5,000,000 HP if possessor is Level 40 or greater and possesses at least 50 Plant allies
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Animal Attracting Expansion A- (Passive Ability, Druid) Adds the Level 1 Large Bunny, Feeding Mouse, Cricket, and Horse to Attract Animals and Passively Attract Animals
Animal Attracting Expansion B- (Passive Ability, Druid) Adds the Level 1 Lion, Tiger, and Bear to Attract Animals and Passively Attract Animals
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Attract Birds- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Aqua Bird, Ephemeral Pigeon, Zardowak Landhawk, or Moo Bird
Attract Plants- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Seedlet, Running Bush, or Marching Flower
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Aura of Nature- (Stance Ability, Druid) Possessor's Plant and Animal allies gain +1,000 to all stats as a bonus that stacks 3 times
Aura of Sprouting Plants- (Stance Ability, Druid) Possessor's Plant allies regenerate 50,000 HP at the start of each round and are cured from cures one debuff that comes from a source below Level 40 that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, or a Mad Scientist ability at the start of each round.
Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Blossoming Aura- (Stance Ability, Druid) Possessor's Plant allies gain +150 SPI
Command Trees- (Passive Ability, Druid) Possessor's Level is treated to be 1 higher, to a max of 99, for purposes of equipping Plant pets whose name includes 'Tree' or 'Treant'
Contact Aquatic Plants- (Active Ability, Druid) Possessor may spend an action to summon up to 5 Plants from the enemy list that are normally fightable for drops that are below Level 5 and are either Water element or also possess the subtype Aquatic
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Druid of Brambles- (Passive Ability, Druid) Whenever possessor is targeted by an offensive action, possessor may, at the end of said action, deal 5,000 Flat Earth element Damage to said action's source
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped
Druidic Sage- (Passive Ability, Druid) Possessor counts as being in a Sage stance while in a Druid stance
Forest's-Heart Connection- (Passive Ability, Druid) Possessor obtains +200,000 HP while the terrain or Phantom Terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener (2)- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Grabbing Vines- (Active Ability, Druid) Possessor, if in a Druid stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 1,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Druid Magic spells, that inflicts Paralyzed, that possesses '1 hits against 20', is solely Earth element, and costs 11,300 MP
Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Hengestone Bearer- (Passive Ability, Druid) Possessor may equip a Minor Hengestone or an antiquity with Hengsestone in its name with greater value than Minor Hengestone in an accessory slot to provide +2,000 MP
Interruptable Druidic Casting Style- (Stance Ability, Druid) Possessor, if in this stance, has a 98% chance, if in the front row, of failing to use any ability that is either an Active Druid ability or 'Magical Attack', 'Overdrive', or 'Cast a Spell'; Possessor, if in this stance, obtains +20 MIN and +20 SPI; This stance does not count towards the maximum number of stances that possessor may be in unless any of possessor's other stances include 'Casting Style' in their name
Minor Aura of Nature- (Stance Ability, Druid) Possessor's Plant and Animal allies gain +150 to all stats
Ocean Druid- (Passive Ability, Druid) Possessor's Aquatic allies gain +200 to all stats as a non-stacking bonus
Passively Attract Animals- (Active Ability, Druid) At the start of possessor's first action each round, possessor may choose to summon 1 ally from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Passively Attract Plants- (Passive Ability, Druid) The entries from the Attract Plants table are added to the Passively Attract Animals table
Plant Rider- (Passive Ability, Druid) Possessor's Steed and Vehicle transformations that are Plants gain +50 to all stats
Root Strike- (Active Ability, Druid) Possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 200 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Druid Magic spells, that possesses a 30% chance of inflicting Paralyzed, is solely Earth element, and costs 0 MP
Sage of the Walking Tree- (Passive Ability, Druid) Possessor's allies whose name includes 'Treant' have their stats and Damage dealt doubled, to a max of 12,000 additional stat points and 500,000 additional points of Damage, To a max of once per thread, possessor summons 1 Treant from the Enemy List at the beginning of battle that is naturally Level 19, that cannot act for the first two rounds of the battle that it is summoned in, Possessor's allies whose name is "Treant" gain the ability (with the Treant summoned by this ability naturally possessing it):
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy 1 passenger, All passengers are automatically deployed when possessor dies, Vehicle Trait
Sage of the Walking Tree Stance- (Stance Ability, Druid) Possessor gains +502 Defense against Darkness, +502 Defense against Water, 30% Magic Resistance, 25% Earth Resistance, and 50% Physical Weakness
Shielded by the Walking Tree- (Passive Ability, Druid) If possessor is in the back row and possessor has at least 1 ally in the front row named "Treant" that possesses a Vehicle Trait whose name includes 'Passenger Capacity', possessor is Immune to damage from sources below Level 40
Supportive Druidic Invigoration B- (Active Ability, Druid) Possessor may spend an action to heal (100 x possessor Level, max Level 99) HP and MP to target Plant or Druid
Taming Touch- (Passive Ability, Druid) Possessor's attacks involving Melee Attack bonus gain a 5% chance of inflicting Charm on Animals if at least one of possessor's weapon slots is empty
Tree-Melding Art- (Stance Ability, Druid) 15% Dodge if at least one allied Plant is in this battle
Treespeech- (Passive Ability, Druid) Possessor's Plant pets and summons gain +50 MIN, Possessor gains +250 MIN while possessor has one or more Plant pets or summons, Possessor gains the RP power to speak to trees
Vine Control- (Passive Ability, Druid) Possessor gains +150 Magical Attack and +150 Ranged Attack, Possessor's 'Magical Attack' actions that involve possessor casting a 'Druid Magic' spell may gain '30% inflicts Paralyzed'
Ebon Chancellor:
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
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
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
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
Darksight- (Passive Ability, Ebon Chancellor) Possessor gains +5% To Hit while in a Zone of Darkness
Lurker in the Gloom- (Passive Ability, Ebon Chancellor) If possessor is in an Ebon Chancellor Stance, possessor's To Hit cannot be redueced by sources below Level 80, possessor gains +700 to all stats while in a Zone of Darkness, and possessor gains +40% To Hit while in a Zone of Darkness (with this bonus being raised to +400% To Hit against targets below Level 20)
Meditative Assumption of Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose, at the beginning of a thread, to become solely Darkness element
Elementalist :
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Apprentice Stone Melding- (Passive Ability, Elementalist) +25 Defense to self and all Earth element Elemental Magic summons while in a Zone of Earth
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Flux Baron :
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
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Wereform: Wererat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base CON, and +2 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Werebeast's Scent- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +5% To Hit
Friendship :
Has Been Taught Hemminar's Entire Skillset and Graduated from his Apprenticeship- (Passive Ability, Friendship) Possessor obtains +1 Fame, Possessor counts as possessing 5 additional Druid, Botanist, Scholar, and Sage abilities (including for prerequisite purposes), Possessor gains +500 to all stats if possessor possesses a unique ally named 'Hemminer the Sage, Sage of the Walking Tree', Possessor's unique allies named 'Hemminer the Sage, Sage of the Walking Tree' gain +500 to all stats
Has Been Taught Krexil's Entire Skillset and Graduated from his Apprenticeship- (Passive Ability, Friendship) Possessor obtains +1 Fame, Possessor counts as possessing 5 additional Dragoon, Seakeeper, Ocean Prince, Captain, and Ebon Chancellor abilities (including for prerequisite purposes), Possessor gains +500 to all stats if possessor possesses a unique ally named 'Krexil Nei'Beidon, Gloom Fisher', Possessor's unique allies named 'Krexil Nei'Beidon, Gloom Fisher' gain +500 to all stats
Has Been Taught Langidor's Entire Skillset and Graduated from his Apprenticeship- (Passive Ability, Friendship) Possessor obtains +1 Fame, Possessor counts as possessing 5 additional Lancer, Seakeeper, Ocean Prince, Warrior, and Deathless One abilities (including for prerequisite purposes), Possessor gains +500 to all stats if possessor possesses a unique ally named 'Langidor the Greenspear', Possessor's unique allies named 'Langidor the Greenspear' gain +500 to all stats
Krexil's Apprentice- (Passive Ability, Friendship) Possessor gains +20 to all stats if possessor possesses an ally named 'Krexil Nei'Beidon, Gloom Fisher'
Hemminar's Apprentice- (Passive Ability, Friendship) Possessor gains +20 to all stats if possessor possesses an ally named 'Hemminer the Sage, Sage of the Walking Tree'
Langidor's Apprentice- (Passive Ability, Friendship) Possessor gains +20 to all stats if possessor possesses an ally named 'Langidor the Greenspear'
Training Under Keith the Druid- (Passive Ability, Friendship) Possessor gains 1 Druid Bonus Week at the start of each month
General :
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
Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Nomadic- (Passive Ability, General) Possessor obtains +60 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor is a Human
Pale Denizen of the Night Realms- (Passive Ability, General) Possessor obtains +1% Darkness Resistance (to a max of 40%) if possessor is a Human
Geomancer:
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
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Ioun Master:
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
~Ensnaring Seed Fling- (Technique Ability, Ioun Master) Posessor may use 'Ensnaring Seed Fling' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Aspect of the Artifact '*The First Seed' equipped. Said attack gains +10,000 Magical Attack, gains 1 hit against 50, and may have a 100% chance of inflicting Paralysis.
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
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
Lancer:
Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype
Fish Spearer- (Active Ability, Lancer) This character may use Fish Spearer in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +110 Melee Attack against Aquatics.
Ghostly Spearman's Fighting Style- (Stance Ability, Lancer) Possessor, if an Undead who is wielding a Spear, counts as being in a Deathless One Stance while in this Stance, obtains 25% Psychic Weakness, 10% Light Weakness, and 10% Darkness Weakness, and may use Spirit as the Prime Attribute of 'Melee Attack' actions that incorporate the Melee Attack bonus of at least one Spear; This stance does not count towards the maximum number of stances that possessor may be in unless any of possessor's other stances include 'Fighting Style' in their name
Greenspear Stance- (Stance Ability, Lancer) If possessor is wielding a Spear, possessor gains the subtype Undead, gains the element Water, counts as being in a Seakeeper Stance, Ocean Prince Stance, and Geomancer Stance, regenerates 2,000 HP and 2,000 MP at the start of each round, obtains +5,000 uncapped Defense against sources that are not Spears, gains 30% Water Resistance, gains 100% Drowning Resistance, gains 20% Physical Resistance, gains 15% Fire Resistance, gains 15% Ice Resistance, and gains 5% Electrical Resistance; If possessor is wielding a Spear, Physical element attacks have an additional 50% chance of missing possessor
Impale- (Active Ability, Lancer) Possessor, if in a Lancer stance, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 320 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Spear weapons, that targets up to 1 individual in the front row and up to 1 individual in the back row (dealing full Damage to said individual in the back row), that is solely Physical element, and that costs 40 MP
Impale Arm- (Active Ability, Lancer) This character may use Impale Arm in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of disabling one of target's Weapon slots for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Impale Leg- (Active Ability, Lancer) This character may use Impale Leg in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of making target unable to change rows through a basic change rows action for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Inventive Spear Technique Use- (Passive Ability, Lancer) Possessor's Lancer techniques have the attack bonuses they provide increased by 300 points and have their minor status effect infliction chances increased by 5%
Jellyfish Hunter- (Active Ability, Lancer) This character may use Jellyfish Hunter in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +85 Melee Attack against Aquatics and user gains 15% Poison Resistance and 5% Electrical Resistance until user's next turn.
Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Phantasmal Impale- (Active Ability, Lancer) Possessor, if in a Lancer stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 320 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Spear weapons, that targets up to 1 individual in the front row and up to 1 individual in the back row (dealing full Damage to said individual in the back row), that is solely Physical & Magic element, and that costs 40 MP
Spear Wielding I- (Passive Ability, Lancer) +5 to all stats when a Spear is equipped
Spear Wielding II- (Passive Ability, Lancer) +25 to all stats when a Spear is equipped, +50 Melee Attack when a Spear is equipped
The Greenspear- (Passive Ability, Lancer) At the start of battle if possessor is in Greenspear Stance and wielding a Spear (or when possessor enters said Stance while wielding a Spear and does not possess a Greenspear's Mark) possessor may designate one opponent who is wielding a Spear as its Greenspear's Mark (with this effect counting as a buff that sits on possessor), Possessor may possess a max of 1 Greenspear's Mark at any time, Possessor, while wielding a Spear and in Greenspear Stance and the stance Ghostly Spearman's Fighting Style, deals double Damage to its Greenspear's Mark (to a max of 50,000,000 additional Damage) and gains +50,000 uncapped Defense against individuals who are not its Greenspear's Mark who are not wielding a Spear, Said individual stops being possessor's Greenspear's Mark if it dies, is afflicted with a Major Negative status effect, stops being in the same battlespace as possessor, stops counting as wielding a Spear, or has any of its stats reduced to a value below 10% of their natural values, Possessor may, either at the start of any round that possessor is in Greenspear Stance wielding a Spear and does not possess a Greenspear's Mark or at any point that possessor's Greenspear's Mark stops being possessor's Greenspear's Mark that is a point where possessor is in Greenspear Stance and wielding a Spear, designate an opponent who is wielding a Spear as its Greenspear's Mark
Wave of Spears- (Active Ability, Lancer) Possessor, if in a Lancer stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 300 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack or Ranged Attack bonuses of up to 10 equipped Spear weapons, that possesses '1 hit against 20', that possesses a 2% chance of inflicting Pain, that is solely Technology & Fire element, and that costs 1,100 MP
Mountain King:
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Ocean Prince:
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Call Forth the Sea of Gloom, That it May Be Beheld- (Passive Ability, Ocean Prince) If possessor is in a Seakeeper stance, possessor may, at the start of battle, choose to create a Zone of Water & Darkness that has a non-stacking effect attached to it that reduces the To Hit of its creator's opponents who are in it by 100% if they are below Level 40 or by 25% if they are above Level 40
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Meditative Assumption of Water- (Passive Ability, Ocean Prince) Possessor may choose, at the beginning of a thread, to become solely Water element
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
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
Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Aquatic Armored Dodging- (Passive Ability, Protector) Possessor gains 20% Dodge if in a Zone of Water and wearing Light Armor
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor
Sage:
Arcane Bolstering- (Active Ability, Sage) Possessor, if in a Sage stance, may spend an action to give target individual a buff that provides +400 to all stats, with said buff stacking 3 times, is solely Physical & Earth element, and costs 2,100 MP
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
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
Mana Bolt- (Active Ability, Sage) Possessor, if in a Sage stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 1,500 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 2 equipped Staff weapons, is solely Magic element, and costs 0 MP
Ogre High-Shaman's Skull-Bash- (Technique Ability, Sage) Possessor may use 'Ogre 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
Old Man's Head Bonker- (Active Ability, Sage) Possessor may use Old Man's Head Bonker in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +35 Melee Attack and has a 5% chance of inflicting Confusion.
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'
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.
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.
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
Whack With Staff- (Active Ability, Sage) Possessor, if in a Sage stance, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 200 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Staff weapons, is solely Physical & Earth element, and costs 0 MP
Scholar:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Well-Read Regarding Common Plants- (Passive Ability, Scholar) Possessor gains +25 to all stats if any opponent is a plant and possessor is wielding a Book
Seakeeper :
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Aquatic Training II- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 to all stats
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Call the Aquatics of Thalmuratt Lake- (Active Ability, Seakeeper) Possessor may spend an action to summon (15 Boom Urchin, 2 Barrage Urchin, and 8 Assault Coral), 25 Wall Mussel, 9 Icthorimir, 18 Vicious Abragian Piranha, 17 Businessman Conch, 5 Starfish Gunner, 19 Fish Man, or 1 War Crab, Max 25 Summoned
Can Swim- (Passive Ability, Seakeeper) Possessor gains +20 AGI and +10 STR while in a Zone of Water
Drown in Gloom- (Active Ability, Seakeeper) Possessor, if in a Seakeeper stance, may spend an action to have a 100% chance of inflicting Drowning and Voidstruck on a target, with said action being solely Darkness & Water element and costing 2,400 MPelement and costing 2,400 MP
Fisherman of the Gloomsea- (Passive Ability, Seakeeper) Possessor gains +5% Dodge against Darkness-element Aquatics if in a Zone of Darkness
Fisher who Hunts the Gloom Beasts- (Passive Ability, Seakeeper) If possessor is in a Seakeeper stance and wielding at least one Polearm, possessor deals double Damage (to a max of 40,000,000 additional Damage) to Umbrals and Aquatics, possessor's Critical Chance is doubled (to a max of adding 50%) against Umbrals and Aquatics, and possessor gains 15% Umbral Resistance and 15% Aquatic Resistance
Gloom Fisher- (Passive Ability, Seakeeper) Possessor's base stats are increased by 2 if possessor possesses no allies
Gloom Fisher Stance- (Stance Ability, Seakeeper) Possessor gains +502 Defense against Darkness, +502 Defense against Water, 35% Darkness Resistance, 35% Water Resistance, and 200% Light Weakness, This stance also counts as being an Ocean Prince Stance and an Ebon Chancellor Stance
Knowledge of Fish Types- (Passive Ability, Seakeeper) Possessor gains +30 MIN while at least one Aquatic is present in the same battlespace
Knowledge of Life that Lurks in the Dark Seas- (Passive Ability, Seakeeper) Possessor's Darkness element Aquatic pets and summons gain +60 to all stats as a constantly-applied effect
Offensive Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons have the Damage values of their abilities increased by 50 points
Pole-Fisher of the Gloomsea- (Passive Ability, Seakeeper) Possessor counts as being in a Dragoon stance while in a Seakeeper or Captain stance
Pulse that Weakens Prey- (Active Ability, Seakeeper) Possessor, if in a Seakeeper stance, may spend an action to place a debuff that stacks 4 times on every Aquatic and Umbral in the same battlespace that provides -500 to all stats, with said action being solely Darkness & Water element and costing 78,900 MP
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Trained to Hold Breath- (Passive Ability, Seakeeper) Possessor takes 1% Max HP in damage instead of 5% per round when Suffocating
Seer :
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
Slayer :
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Fish-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Aquatics.
Umbramancer:
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Warlord :
Light-Sensitive Darkness-Dwelling Fisherman's Fighting Style- (Stance Ability, Warlord) Possessor, if in this stance, obtains -679 to all stats while either in a Zone of Light or afflicted with Awestruck; If possessor is in this stance, all zones created by possessor are removed whenever possessor enters a Zone of Light, is in a Zone of Light, or is afflicted with Awestruck; This stance counts as a Dragoon Stance, Seakeeper Stance, Captain Stance, Ebon Chancellor Stance, and Ocean Prince Stance; This stance does not count towards the maximum number of stances that possessor may be in unless any of possessor's other stances include 'Fighting Style' in their name
Wildshaper :
Basic Natural Form User- (Passive Ability, Wildshaper)- All Natural 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
Warrior :
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
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
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
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
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.
Wizard :
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Luberos- (Active Ability, Wizard) Possessor, if in a Wizard stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of X (where X is equal to Possessor's Spirit) that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped solely-Water-element Wizard Magic spells, is solely Water element, and costs 0 MP
Natural Spellcasting Stance- (Stance Ability, Wizard) Possessor may not cast spells that are not part of possessor's Inherent Spell List while in this stance, Possessor obtains +200 MIN and +200 SPI
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
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
Other: Fisherman :
Basic Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +6 Melee Attack if possessor has a Fish equipped
Misc :
Apple-y After-y-taste- (Passive Ability, Permanent Item Effect) Possessor obtains +5 HP and +5 MP, This ability may not be used in combos
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
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.
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Greenspear's Geomantically Pattern-Induced Dungeon-Flooding Presence- (Passive Ability, Subspace Architect) If possessor is wielding a Spear, is a Water-element Undead, and is higher Level than all individuals presesnt on all encounter tables (including special encounters such as bosses or Phantom Challenges) for a random dungeon that possessor is in, Possessor may, after having been present at the start of at least 30 different rounds of battle, may, at the start of each round, inflict Drowning on each opponent and deal 500 Flat Water element Damage to each opponent
Has Consumed 1 of the Permanent Consumable "Yellow Bonus Magic Potion"- (Passive Ability, Permanent Item Effect) Possesor's spells that deal Gold Damage deal an additional 5,000 points and have a 1% chance of instead inflicting Gold Drain if desired, Cannot be used in combos
Knowledgable about Combat Tactics to Use against Econophages- (Passive Ability, Combatant) Beings named 'Econophage' have a base 0% Critical against Possessor, Possessor deals 1.2 times normal damage to beings named 'Econophage'
Poison Resistance- (Passive Ability, Guardian) 15% Poison Resistance
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Spawn Table Alteration: Greenspear's Presence- (Passive Ability, Subspace Architect) If possessor is wielding a Spear, is a Water-element Undead, and is higher Level than all individuals presesnt on all encounter tables (including special encounters such as bosses or Phantom Challenges) for a random dungeon that possessor is in, Possessor may choose to replace non-unique, non-elite encountered opponents below Level 20 with entities from the following list: Boom Urchin, Barrage Urchin, Assault Coral, Wall Mussel, Icthorimir, Vicious Abragian Piranha, Businessman Conch, Starfish Gunner, Fish Man, and War Crab (with said replacement entities being on the side of battle that the entities they were replacing were on and not counting as summons)
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Treehouse Builder- (Passive Ability, Architect) Possessor's allies who are both Plants and Large Structures gain +200 HP
Curse
Hates Having Easily-Tearable, Flammable Paper Legs- (Passive Ability, Curse) Possessor obtains 100% Wounded Weakeness, 100% Burning Weakness, and 50% Fire Weakness, Whenever possessor takes Physical or Fire element Damage, possessor obtains -2,500 to its turn-order-determining stat sum for turn-order-determining purposes as a debuff that stacks 200 times, Possessor is afflicted with either Confusion: Depression or Confusion: Berserk whenever possessor is afflicted with Wounded, Burning, or the debuff that this ability provides
Lasts 200 Battles
Weapons-
12 Apple of Discord- (Weapon, Deadly Item, Chaos & Magic & Glory & Wood, 60,000,000 Gold) +60,000 Magical Attack, 100% inflicts Charm, 100% inflicts Confusion, 15% inflicts Dominion, 15% inflicts Insanity, Wielder must be Level 40 or greater or a Deity
Blossom Wand- (Weapon, Wand, Light & Earth, 216,000 Gold) +205 Magical Attack, 4% inflicts Awestruck, 4% inflicts Charm, Wielder gains +600 SPI if wielder possesses the ability 'Magical Girl' or the ability 'Botanist'
Moonburst Coin (Lapis)- (Weapon, Deadly Item, Water, 10,000,000 Gold) +10,000 Ranged Attack, +10,000 Magical Attack, 20% Inflicts Drowning: Pressure of the Deep, Wielder may choose to have this weapon also count as a Throwing Weapon
1 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
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
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Armor-
Druid's Robe- (Armor, Robe, Earth & Magic, 710,000 Gold) +600 Defense, +200 Defense against Earth, 20% Earth Resistance, +730 Magical Attack, Druid Magic spells cast by wearer that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wearer's Druid Magic summons gain +210 to all stats as a non-stacking effect, Druid Magic spells cost wearer 500 less MP to cast
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
Spring Armor of the Thistle-Prince- (Armor, Light Armor, Earth, 5,750,000 Gold) +5,750 Defense, Deals 57,400 Flat Earth element Damage to each individual who performs an offesneive action that targets wearer at the end of each said action unles wearer chooses not to deal said Damage, with said damage having a 50% chance of inflicting Pain attached to it, 30% Paralyzed Resistance, Wearer's Earth element Wizard Magic, Enchantment, Druid Magic, Geomancy, Illusion Magic, and Transmutation spells that provide a Magical Attack bonus provide an additonal +2,500 Magical Attack that is not affected by standard caps as a non-stacking effect, Wearer regenerates 50,000 HP at the start of each round if wearer is Earth-element or a Fae
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-
*The Great Beekepeer's Census- (Accessory, Trinket, Air & Acid & Earth, 200,000,000 Gold) At the start of each round, possessor may summon up to 2 Insects from the Enemy List that are below Level 60 and are normally fightable for drops, Max 20 summoned, Wielder's Insect pets and summons gain +5,000 to all stats as a bonus that cannot raise their stats to more than 2000% of their natural values
*Kelver Netsumi's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
*Life Blood (Bound Accessoryx0, Magic Item, Light & Life, X Gold) +3% to all stats per three Druid Magic abilities possessed by possessor, to a max of +30% and +15,000 added to any individual stat, Inflicts Purified, Favored: Good Fortune, and Regeneration on possessor at the beginning of each round, each time possessor is successfully dealt non-healing non-drain damage, possessor may deal (damage dealt to possessor / 2, to a max of 250,000 damage) as flat life element healing to any one target in the same battle space, possessor has a 5% chance of auto-ressurecting on the beginning of the first 5 rounds after possessor is killed through HP damage by sources below level 60, Cannot be unequipped normally, Druid Magic Abilities cost 5,000 MP less per possessor level, May Gain Additional Powers if given exp, This item does not work or travel outside mod run worlds
Air Tank- (Accessory, Gadget, Air & Technology, 25,000 Gold) 5% Suffocation Resistance, 5% Drowning Resistance
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
3 Dryad's Essence- (Weapon, Soul, Earth, 1,670,000 Gold) +1,600 Magical Attack, May Heal Plants, Wielder's Plant allies gain +400 to all stats as a non-stacking bonus
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
1 Giltrych Glove- (Accesssoryx.5, Gloves, Magic, 760,000 Gold) +750 to all stats, Wearer may choose to have any equipped weapons with base subtypes that are non-unique and worth below 760,000 Gold have their subtype changed to any other base subtype
Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Reblossomed Glyph-Flower- (Accessory, Magic Item, Light, 80,000,000 Gold) +80,000 Magical Attack, +80,000 SPI, +45,000 CON, Wielder's allies regenerate 400,000 HP at the start of each round, Wielder's Plant allies gain +8,000 to all stats as a non-stacking bonus, Wielder's Plant allies gain 1% Evil Resistance, Glyph Magic spells cost wielder 800,000 less MP to cast
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Consumables-
24 Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Tree-Resurrecting Massage Oil- (Consumable, Medicine, Earth & Life, 5 Charges, 50,000,000 Gold) Resurrects target Plant killed by a source below Level 60
Upsettingly Old Tuna- (Consumable, Food, Earth & Acid & Water, 1 Charge, 30 Gold) Deals 3 Flat Earth element HP Healing, 60% inflicts Poison, 40% inflicts Confusion: Depression
Wayward Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 1 Charge, 150,000 Gold) 25% User moves to a random row in user's row-order formation, 25% User moves to a random row of a randomly-determined opposing side of battle in the same battlespace, 25% User moves to a random row in a randomly-determined existing battlespace, 25% User is afflicted with Vanished, Has RP Effects
Items-
~*Manya Terror Crocodile Hide- (Item, Material, Physical, 25,000,000 Gold)
7 1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, discarded, or destroyed
23 Blossom Hawk Petals- (Item, Material, Earth, 3,700 Gold)
Blossom Hawk Plushie- (Item, Antiquity, Earth & Light, 26,500 Gold)
32 Dryad Wood- (Item, Material, Earth, 600,000 Gold)
6 Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 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
Fire Element Core- (Item, Material, Fire, 5,000,000 Gold)
8 First Leaves of Spring- (Item, Antiquity, Earth, 75,000 Gold)
Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
Pocket Dimension: Jungle of the Frog Temple- (Item, Property, Earth & Water & Magic, 45,000,000 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
Water Element Core- (Item, Material, Water, 5,000,000 Gold)
Spells-
Formula of Earth: Zonal Rumble- (Spell, Wizard Magic, Earth, 50,000 MP, 5,000,000 Gold) Caster attaches a non-stacking effect that does not stack across Zones to target Zone of Earth that deals 50,000 Flat Earth element Damage to each entity within said Zone that is not an Earth element Elemental at the start of each round
3 Heal Plants- (Spell, Healer Magic, Light & Earth, 350 MP, 310,000 Gold) +620 Magical Attack, Heals HP, Only affects Plants, May inflict 1 hit against 30 if only providing HP Healing
Salvation for the Forest's Burning Heart- (Spell, Druid Magic, Fire & Hope & Spatial, 780,000 MP, 68,000,000 Gold) This spell's possessor may perform a 'Cast a Spell' action as a preemptive counter to an action from an individual below Level 60 that would destroy a terrain or phantom terrain that is a Forest that is either in the same battlespace as this spell's possessor or a different battlespace than this spell's possessor, casting this spell as the only spell cast as part of said action; should no individual of Level 60 or greater in either the battlespace this spell's caster is in or the battlespace said terrain or phantom terrain is in object, this spell's caster enters the same battlespace as said terrain or phantom terrain, creates a new battlespace, moves to said battlespace along with said terrain or phantom terrain, and prevents said action from destroying said terrain or phantom terrain, Caster must be Level 40 or greater and must possess the ability 'Druid'
Terrain Spell of the Forest: Establish Dryad Grove- (Spell, Geomancy, Earth & Life & Magic, 51,000 MP, 7,000,000 Gold) Caster, when casting this spell, chooses a terrain or phantom terrain that is Forest, Caster obtains a non-stacking debuff that causes caster, if caster is either a Plant or possesses the ability 'Druid', to obtain +2,000 to all stats while in that specific instance of terrain or phantom terrain and to obtain -2,000 to all stats while not in that specific instance of terrain or phantom terrain, This spell possesses the subtype Druid Magic, The terrain or phantom terrain must be Forest for this spell to be cast
2 Wings of the Warwraith- (Spell, Necromancy, War & Darkness, 80,000 MP, 8,000,000 Gold) Target gains +8,000 Melee Attack, +8,000 SPI, 45% Dodge, 30% Physical Resistance, 30% Earth Resistance, 30% War Resistance, 50% Voidstruck Resistance, and 50% Entombed Resistance, does not stack
Pets-
None
Transformations-
World-Wandering Seed-Grove- (Transformation, Vessel, Technology, 20,000,000 Gold)
Level 34
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 35
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Light Resistance, 50% Earth Resistance, 30% Darkness Resistance, 30% Ice Resistance, 30% Air Resistance, Immune to Voidstruck, Frozen, Suffocation, Entombed, Impaired, Confusion, Pain, Poison, Diseased, and Charmed, 67% Minor Status Effect Resistance, 34% Moderate Status Effect Resistance
Prime Attribute- Constitution
Constant Effects-
Dryad-Producing- Possessor summons 1 Dryad at the start of the first round of battle and every round whose number is a multiple of 365, Constant Effect
Drifting Grove- Possessor gains the subtypes Large Structure, Plant, and Astral Being, Constant Effect
Drifts Aimlessly In Void- Possessor may not voluntarily choose to move to another battlespace, Constant Effect
Passenger Capacity (40,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Abilities-
Defensive Needle Spray- # Damage, 100% inflicts Pain, 1 hit against 6,000, Earth, 0 MP
Grow Plants- Caster summons 1 Plant that is below Level 20 that is normally fightable for drops on the Enemy List, Max 200 summoned, Earth, # MP
Heal Plants- # Damage, Heals, Cures 1 minor negative status effect, Cures 1 moderate negative status effect, Cures 1 debuff from a source below Level 40, Only affects Plants, Magic & Earth, # MP
Permanant Consumables-
None
Artifacts-
*Crown of the First Trees- (Artifact, Level 30, 100,000 XP, 3,700,000 XP Required, Standard Multiplier x10)
*Crown of the First Trees- (Accessory Aspect- Crown of the First Trees, Crown, Wood & Life, X Gold) +45,000 Magical Attack, +45,000 Defense, +45,000 CON, +40,000 MIN, +45,000 SPI, 30% Wood Resistance, Wielder's 'Magical Attack' actions may use Constitution as their Prime Attribute, Wielder's 'Rest' actions may restore HP based on wielder's Max MP rather than wielder's Max HP, Wielder may choose, whenever wielder summons a Plant, for said summon to gain +50,000 HP, +4,000 to all stats, and become solely Wood element, Wielder's Plant summons gain Fatigued Immunity and 30% Time Resistance, Druid Magic and Geomancy spells cost wearer 10,000 less MP to cast
*The First Seed- (Weapon Aspect- Crown of the First Trees, Stone, Wood & Life, X Gold) +45,000 Magical Attack, +45,000 Defense, +45,000 CON, +40,000 MIN, +45,000 SPI, +450,000 MP, Wielder's 'Magical Attack' actions may become solely Wood element, Wielder's opponents, if below Level 100 and not 20 or more Levels greater than wielder, may not summon Plants, Wielder may summon a Plant below Level 60 that is normally fightable for drops on the Enemy List or in stock in the Shop at the start of each round, Max 20 summoned, Wielder may create a Zone of Earth or a Zone of Wood at the start of any round
Secret Formulae-
Secret Formula- Marinated Evergarden Mushrooms
Requires:
None
Consumes:
3 Evergarden Farms Mushrooms
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
items for task 9. started december June 16th, 2014 wrote:
items for task of collecting wrote:Task of collecting
IN stock
1. Empty Power- (Spell, Ethereal Magic, Magic & Air & Darkness, 900 MP, 170,000 Gold) Target’s STR may not be affected by sources below Level 20 or effects coming from sources below Level 20 other than this spell’s target’s own gear that is equipped at the time of this spell’s casting
2. Sepherys Battleglove (Model 3)- (Weapon, Fist Weapon, Technology & Physical, 2,500,000 Gold) +2,500 Melee Attack, +3,000 STR, +1,200 CON, +1,000 MIN, 15% Critical, Wielder must be Level 20 or greater
3. Fire Orb- (Spell, Wizard Spell, Fire, 500 Gold) +5 Magic Attack
4. Flame Shield- (Spell, Elemental Magic, Fire, 200 MP, 71,000 Gold) Target gains 30% Fire Resistance, stacks 2 times (note that unless somehow changed, it won't do anything different when it's stacking than when it's not stacking, effect-wise), lasts 10 rounds
5. Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
6.
7. Swift Strike- (Spell, Sword Arts, Physical & Air, 40 MP, 180,000 Gold) +70 Melee Attack, This spell's possessor may declare at the start of a round that the first action it makes this round must be a Melee Attack action that includes this spell, if its possessor does so, its possessor gains +5,000 to possessor's turn-order-determining stat total for turn-order-determining purposes this round and must perform such an action as possessor's first action, with possessor having to forfeit any actions which are not such action unless a non-allied source is controlling said actions or any source other than this spell's possessor is forcing said actions to specifically occur
8. Growth Rod: Winter- (Weapon, Wand, Ice, 50,000 Gold) +30 Magical Attack, wielder may skip a turn to heal target Ice element individual for 1,000 HP
9. Marine's Autorifle- (Weaponx2, Gun, Technology, 63,000 Gold) +143 Ranged Attack, +50 AGI, Deals 1.1 times normal damage to Aliens, to a max of 500,000 extra damage
10. Moonflower Staff- (Weapon, Staff, Magic, 168,000 Gold) +165 Magical Attack, +400 SPI, 1 hit against 2, All actions you perform deal 1/2 damage and have a 10% lower chance of inflicting status effects
11. Moon Whip-Sickle- (Weapon, Scythe, Magic & Physical, 195,000 Gold) +250 Melee Attack, +195 Magical Attack, 12% Critical, +440 additional Melee Attack against Plants, +200 STR if any foes are Plants
Out of stock:
1. Fading Call: Masons- (Spell, Summoning, Physical, 180 MP, 45,000 Gold) +15 Physical Attack, Heals, only affects Golems and Large Structures
2. Fading Call: Star Marines- (Spell, Summoning, Technology, 200 MP, 60,000 Gold) Deals 5,500 Technology element damage to 5 targets
3. Falsify Memory: Replace Romantic Thoughts- (Spell, Psychic Power, Psychic, 6,000 MP, 6,000,000 Gold) 60% inflicts Charm
4. Fire-Sealing Ward- (Spell, Sigil Magic, Fire & Magic & Water & Ice, 5,000 MP, 120,000 Gold) All of target's abilities and spells that cost over 0 MP that are Fire element cost an additional 5,000 MP, stacks 48 times
5. Form Mob of Shadows- (Spell, Shadow Magic, Darkness, 15,000 MP, 10,000,000 Gold) Summons 1 Mob of Shadows from the Enemy List, Max 3 summoned
6. Formula of Earth: Siege Crusher- (Spell, Wizard Magic, Earth, 2,500 MP, 360,000 Gold) +367 Magical Attack, 15% inflicts Entombed, 50% destroys any one Siege Weaponry worth under 1,000,000 Gold equipped by a target no more than 2 levels higher than caster who is not above level 90
7. Greater AGI-Draining Laser- (Spell, Hypertech, Technology, 50 MP, 78,000 Gold) +70 Magical Attack, 15% inflicts Stat Drain: AGI Drain
8. 1 Holy Smite- (Spell, Holy Magic, Light, 4,000 MP, 2,200,000 Gold) +2,500 Magical Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Pierces 5,000 Defense, 30% inflicts Awestruck
9. Improved Spiritual Healing- (Spell, Spirit Magic, Magic & Light, 70 MP, 65,000 Gold) +64 Magical Attack, Heals, 30 SPI Damage, +40 additional Magical Attack if targeting a Spirit, +70 additional Magical Attack if caster has a White Spiritual Mark, Heals 20 additional SPI damage if caster has a White Spiritual Mark, -30 Magical Attack if caster has a Black Spiritual Mark, If caster targets a non-opposing Spirit with this spell for 5 actions out of possessor's 10 most recent actions, then possessor gains a White Spiritual Mark
10. Juju Medicine (Greater)- (Spell, Other: Voodoo, Earth & Light & Magic, 3,000 MP, 9,500,000 Gold) +9,500 Magical Attack, 50% cures Hexed, Heals, This action counts as involving a 'Medicine' consumable
11. Joyous Necromantic Fleshwarping- (Spell, Transmutation, Darkness & Acid, 400,000 MP, 40,000,000 Gold) Target Undead gains the subtype Bio-Horror or target Bio-Horror gains the subtype Undead, +4,000 to all stats, only affects Undead and Bio-Horrors, does not stack, This spell counts as possessing the subtype Necromancy, Caster must possess the abilities 'Necromancer' and 'Transmuter' and must be Level 20 or greater
12. Lesser Divine Fire- (Spell, Divine Spell, Fire, 5,000 MP, 3,500,000 Gold) +3,500 Magical Attack, Ignores the Fire Resistance and Immunity of targets below Level 20, Caster must have a patron deity and be at least Level 15
13. Lesser Divine Wind- (Spell, Divine Spell, Air, 5,000 MP, 3,500,000 Gold) +3,500 Magical Attack, Ignores the Air Resistance and Immunity of targets below Level 20, Caster must have a patron deity and be at least Level 15
14.
15. Mind-Dulling Fire- (Spell, Dark Magic, Darkness & Fire & Psychic, 8,500 MP, 5,765,000 Gold) +5,870 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
16. Minor Core Vent Blast- (Spell, Geomancy, Fire & Earth & Air, 500 MP, 900,000 Gold) +900 Magical Attack, 15% inflicts Burning, 15% inflicts Fatigued: Stun
17. Network Surge- (Spell, Hypertech, Technology & Energy, 600 MP, 1,250,000 Gold) +2,000 Magical Attack, 30% inflicts Paralyzed, 20% inflicts Overload, May only target Coded Beings if the Terrain or Phantom Terrain is not Network
18. Protection from Lava- (Spell, Abjuration, Fire, 700 MP, 2,500,000 Gold) Target gains +2,500 Defense against Fire, 30% Fire Resistance, 20% Earth Resistance, 20% Water Resistance, 50% Burning Resistance against sources below caster's Level, 50% Entombed Resistance against sources below caster's Level, and 50% Drowning Resistance against sources below caster's Level, lasts 5 rounds
19.
20. Strike from Earlier- (Spell, Chronomancy, 300 MP ,Time, 35,000 Gold) +1 Melee Attack, +1 Ranged Attack, +1 Magical Attack, Actions this spell is involved in may be delayed one round
21. Totemic Healing- (Spell, Shaman Magic, Light & Magic, 8,000 MP, 1,750,000 Gold) +1,850 Magical Attack, Heals
22. Throw Temporal Energy Ball- (Spell, Other: Chronomancy, Time, 80 MP, 210,000 Gold) +200 Magical Attack, 60% inflicts Fatigued: Elderly, deals 1/2 damage
23. Treason Impulse- (Spell, Psychic Arts, Darkness & Psychic, 45,000 MP, 5,100,000 Gold) Target, provided target is below Level 20 and has lower MIN than user, performs an action determined by user, may affect a target a max of once a round across all copies and all casters
24. Greater Holy Book of Sereyn- (Weapon, Book, Light, 11,000,000 Gold) +11,111 Magical Attack, May Heal, +11,111 SPI, +200 AGI, 40% inflicts Awestruck, 5% inflicts Awestruck: Sealed against Demons, Abstracts, Devils, Undead, and Darkspawn
25.
26. Heart of the First Fire- (Weapon, Soul, Fire, 60,000,000 Gold) +60,000 Magical Attack, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
27. Hekkelion Beam Cannon- (Weaponx2, Siege Weapon, Technology, 415,000 Gold) +1,125 Ranged Attack, Wielder gains the ability Aim, Deals double damage to Large Structures
28. Holy Blade- (Weapon, Sword, Light & Physical, 1,780,000 Gold) +1,900 Melee Attack, +1,500 STR, +1,300 AGI, +1,500 CON, +1,500 SPI, 20% Critical, 130% To Hit, 15% inflicts Awestruck
29. Holy General's Blade- (Weapon, Sword, Light & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 STR, +2,800 AGI, +3,000 CON, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Awestruck, Wielder's allies gain +200 to all stats, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance
30. 1 Insurrection Baton- (Weapon, Wand, Darkness & Psychic, 7,100,000 Gold) +1 Magical Attack, At the beginning of each round, as an effect that does not stack across multiple copies of this item with which version works being determined randomly in thecase that multiple instances of this item are present, wielder may cause each opponent below Level 20 to perform an action of wielder's choice
31. Mage-Tactician's Tome- (Accessory, Tome, Psychic & Magic, 4,115,000 Gold) +4,000 Magical Attack, +4,000 MIN, wielder must have at least 10,000 MIN to receive any benefit from this item
32. Magic Ray Cannon- (Weaponx2, Other: Siege Weaponry, Magic, 470,000 Gold) +1,864 Magical Attack, 5% inflicts Manablasted, deals double damage to Large Structures
33. Mimmorico- (Weapon, Other: Chaos Talon, Illusion, 50,000,000 Gold) This weapon, at the start of a thread, copies a non-unique weapon with a listed cost that is under 50,000,000 that is in stock in the Shop and becomes that weapon for the remainder of the thread
34. Necromancer's Crossbow of Animating Skeletons- (Weapon, Bow, Darkness, 80,000 Gold) +47 Ranged Attack, +20 MIN, Necromancy spells cost 30 MP less to cast, enemies killed by this weapon have a 35% chance of being turned into a Skeleton, Skeleton Swordsman, or Skeleton Archer under wielder's control
35. Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 655,000 Gold) +420 Melee Attack, +670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder's Necromancy summons gain +200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 400 less MP
36. Noise Axe- (Weaponx2, Axe, Sonic, 80,000 Gold) +160 Melee Attack, +160 AGI, +160 MIN, 110% To Hit
37. 1 Noise Bow- (Weaponx2, Bow, Sonic, 80,000 Gold) +160 Ranged Attack, +160 AGI, +160 MIN, 110% To Hit
38. 1 Noise Card- (Weapon, Card, Sonic, 80,000 Gold) +80 Ranged Attack, +40 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
39. Noise Drill- (Weapon, Tool, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
40. Noise Force- (Weapon, Force, Sonic, 80,000 Gold) +80 Melee Attack, +80 Ranged Attack, +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit, Wielder's element becomes Sonic
41. Noise Gun- (Weapon, Gun, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
42. Noise Hammer- (Weapon, Hammer, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
43. Noise Knife- (Weapon, Knife, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
44. Noise Orb- (Weapon, Orb, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
45. Noise Scroll- (Weapon, Book, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
46. Noise Spear- (Weapon, Spear, Sonic, 80,000 Gold) +160 Melee Attack, +160 AGI, +160 MIN, 110% To Hit
47. Noise Staff- (Weapon, Staff, Sonic, 80,000 Gold) +80 Magical Attack, +40 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
48. Noise Star- (Weapon, Throwing weapon, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
49. Noise Sword- (Weapon, Sword, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
50. Noise Targetter- (Weapon, Deadly Item, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
51. Noise Wand- (Weapon, Wand, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
52. Noise Whip- (Weapon, Whip, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
53. Pink-Speckled Cannon-Shield- (Weapon, Shield, Physical, 97,000 Gold) +120 Defense, +40 Melee Attack, +99 Ranged Attack, 5% inflicts Fatigued: Stun, 5% Overload Resistance
54. Pirate-Ender- (Weapon, Gun, Technology & Air, 65,000,000 Gold) +65,000 Ranged Attack, +60,000 AGI, Wielder's 'Ranged Attack' actions deal an amount of Flat Fire element Damage to their targets equal to the total amount of Gold Damage said targets have dealt during the present battle (to a max of 40,000,000 Damage), Wielder's 'Ranged Attack' actions may de-transform targets below Level 60 who are in Vessel transformations that are below Level 60
55. Primal Firescythe- (Weapon, Scythe, Fire, 5,000,000 Gold) +5,000 Melee Attack, 60% inflicts Burning, 100% inflicts Burning if wielder is a Prime
56. Radiation Cannon- (Weapon, Gun, Technology, 215,000 Gold) +40 Ranged Attack, 10% inflicts Antimatter, 5% inflicts Poison: Irradiated
57. Robber Blade- (Weapon, Knife, Air, 900 Gold) +8 Melee Attack, +4 AGI
58. Rod of the Eastern States of Arzanai- (Weapon, Wand, Light & Fire, 465,000 Gold) +480 Magical Attack, 20% inflicts Burning, +540 SPI, +400 MIN, Wielder regenerates 200 MP per round if in a Zone of Light or Zone of Fire, 15% Critical if Courtly Wear of the Eastern States of Arzanai is also equipped
in stock wrote:1. Arm-Length Gloves- (Accessory, Gloves, Earth, 7,000 Gold) +8 Defense
2. Batsman's Cricket Gloves- (Accessory, Gloves, Physical & Air, 4,900 Gold) +5 Defense, 102% To Hit, +4 Melee Attack, +4 Ranged Attack
3. Biker Gloves- (Accessory, Gloves, Physical, 9,000 Gold) +7 Defense, +5 Melee Attack, +5 AGI when in Vehicle transformations
4. Black Gloves- (Accessory, Gloves, Darkness, 3,000 Gold) +5 Defense, +5 SPI, 1% Darkness Resistance
5. Falconer's Glove- (Accessoryx.5, Gloves, Air, 6,800 Gold) +4 Defense, +1 Melee Attack, +50 Defense against Aerials
6. 1 Fashionable Gloves- (Accessory, Gloves, Air, 7,300 Gold) +3 Defense, +3 to all stats for every other individual in battle wearing an item named 'Fashinable Gloves', to a max of 200 such individuals
7. Faux-Fur Gloves- (Accessory, Gloves, Earth, 2,300 Gold) +2 Defense, 1% Ice Resistance
8. Fencing Glove- (Accessoryx.5, Gloves, Physical & Air, 4,600 Gold) +6 Melee Attack, +6 AGI
9. Clockwork Hinge- (Item, Material, Technology, 80 Gold)
10. 1 Clockwork Joint- (Item, Material, Technology, 200 Gold)
11. 1 Clockwork Knob- (Item, Material, Technology, 70 Gold)
12. Moonflower Petals- (Item, Material, Magic, 15,000 Gold)
13. Mushroom Spores- (Item, Material, Earth, 30 Gold)
14. Cashmere Mittens- (Accessory, Gloves, Earth, 17,000 Gold) +9 Defense, +10 SPI, 4% Ice Resistance
15. Chainmail Gloves- (Accessory, Gloves, Physical, 12,500 Gold) +14 Defense, 2% Physical Resistance
16. Chainsaw Gloves- (Accessory, Gloves, Physical & Technology, 5,500 Gold) +3 Defense, 1% Wounded Resistance, +5 Melee Attack
17. Checkerboard-Patterned Gloves- (Accessory, Gloves, Light & Darkness, 6,000 Gold) +8 Defense, +3 to all stats
18. Glove that is also a Video Game Controller- (Accessory, Gloves, Technology, 8,000 Gold) +2 Defense, +2 SPI, 50% provides +11 Magical Attack against Technology element targets and Coded Being targets
19. Gold Gloves- (Accessory, Gloves, Electrical, 3,000 Gold) +5 Defense, +5 AGI, 1% Electrical Resistance
20. Golf Glove- (Accessoryx.5, Gloves, Air, 4,100 Gold) 103% To Hit
21. Gray Gloves- (Accessory, Gloves, Physical, 3,000 Gold) +5 Defense, +5 CON, 1% Physical Resistance
22. Green Gloves- (Accessory, Gloves, Earth, 3,000 Gold) +5 Defense, +5 CON, 1% Earth Resistance
23. Hobo Gloves- (Accessory, Gloves, Earth & Darkness, 1,500 Gold) +1 Defense, +5 CON, -5 SPI, 1% Ice Resistance
24. Writer's Gloves- (Accessory, Gloves, Earth & Air, 2,700 Gold) +1 Defense, +4 MIN, +4 SPI, +20 MP
25. Yellow Gloves- (Accessory, Gloves, Air, 3,000 Gold) +5 Defense, +5 AGI, 1% Air Resistance
26. Washing Glove- (Accessoryx.5, Gloves, Water, 3,100 Gold) +2 Defense, +1 Melee Attack to Melee-Attack-using actions that inflict Healing or MP Healing for non-offensive purposes only
27. Webbed Gloves- (Accessory, Gloves, Water, 4,100 Gold) +2 Defense, +5 AGI while in a Zone of Water, 2% Dodge while in a Zone of Water
28. Weightlifting Gloves- (Accessory, Gloves, Physical, 3,800 Gold) +8 STR
29. Wicket Keeper's Cricket Gloves- (Accessory, Gloves, Physical & Air, 5,100 Gold) +5 Defense, 101% To Hit, 1% Resilience, 1% Physical Resistance
30. Fancy Cheeses- (Consumable, Food, Earth, 3 Charges, 400 Gold) +25 HP, +5 MP
31. Mussels- (Consumable, Food, Water & Physical, 1 Charge, 500 Gold) +15 Defense
32. Basic Set of Plates and Platters- (Item, Antiquity, Water & Physical & Light, 9,000 Gold)
33. Blue Jell Goo- (Item, Material, Water, 500 Gold)
34. 1 Bone- (Item, Material, Darkness, 200 Gold)
35. 1 Bone Claw- (Item, Material, Darkness, 900 Gold)
36. Dwarven Steel- (Item, Material, Earth, 2,000 Gold)
37. 1 Golden Cup- (Item, Antiquity, Earth, 2,000 Gold)
38. 1 Golden Decanter- (Item, Antiquity, Earth, 2,000 Gold)
39. 1 Golden Plate- (Item, Antiquity, Earth, 2,000 Gold)
40. Large Plush Moose- (Item, Antiquity, Earth, 35,000 Gold)
41. Pouch of Sand- (Item, Material, Earth, 20 Gold)
42. Ornamental Glass- (Item, Material, Magic & Air, 5,000 Gold)
43. Sea Salt- (Consumable, Food, Water, 1 Charge, 500 Gold) +10 CON
44. Herbs- (Consumable, Medicine, Earth, 1 Charge, 300 Gold) +50 HP
45. Goblin Soup- (Consumable, Food, Earth, 1 Charge, 30 Gold) +5 HP
45
out stock wrote:1. Blasphemous Icon- (Accessory, Holy Symbol, Darkness & Light, 25,000 Gold) All individuals in battle, unless Level 40 or higher, count as being 2 levels lower for Worshipper Benefit purposes as a non-stacking effect
1. Apprentice's Brilliant Gear Heart- (Item, Material, Technology & Light, 6,000 Gold)
2. Text of Tjourquimadda- (Accessory, Tome, Darkness & Psychic & Law, 4,115,000 Gold) +4,000 Magical Attack, +4,000 MIN, wielder must have at least 10,000 MIN to receive any benefit from this item, Wielder is considered to be 1 Level higher for worshipper benefit purposes if wielder’s patron deity is Tjorquimadda
3. Box Full of Angry Snakes- (Consumable, Lethal Item, Earth & Acid, 1 Charge, 3,100 Gold) Deals 2,000 Flat Physical & Earth & Acid element damage, 15% inflicts Poison
4. Lime- (Consumable, Food, Acid, 1 Charge, 500 Gold) User's summons and future summons gain 1% Acid Resistance
5. Pesto Sauce- (Consumable, Food, Water & Magic, 1 Charge, 300 Gold) +5 AGI
6. Sand Cube- (Consumable, Powder, Earth, 1 Charge, 10,002 Gold) +20% Dodge to all participants in battle, does not stack, this effect is a Constant Enchantment
7. Bakeneko's Fire- (Item, Antiquity, Fire, 80,000 Gold)
8. Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
9.
10. Incomplete Sensei Dracula Practice Energy Projection Blast- (Spell, Unarmed Technique, Magic, 40 MP, 65,000 Gold) +100 Magical Attack, 10% inflicts Fatigued: Stun, User may use either CON or SPI as this attack's Prime Attribute if it is part of a Magical Attack
11. Incomplete Sensei Dracula Practice Kick- (Spell, Unarmed Technique, Physical, 20 MP, 65,000 Gold) +240 Melee Attack, 10% inflicts Fatigued: Stun, Cannot be used if any weapons are equipped
12. Essence Flux Amulet- (Accessory, Amulet, Magic, 250,000 Gold) Wearer may switch the values of any two modified stats at the beginning of each thread
13. Glyphic Golem Design Patterns- (Item, Antiquity, Light, 14,000 Gold)
14. Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
15. Dragonslayer Shuriken- (Weapon, Throwing Weapon, Magic, 7,000,000 Gold) +7,555 Ranged Attack, +7,200 to all stats, 100% Critical against Dragons
16. Noise Whip- (Weapon, Whip, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
17. Noise Targetter- (Weapon, Deadly Item, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
18. Noise Sword- (Weapon, Sword, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
19. Noise Star- (Weapon, Throwing weapon, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
20. Noise Spear- (Weapon, Spear, Sonic, 80,000 Gold) +160 Melee Attack, +160 AGI, +160 MIN, 110% To Hit
21. Noise Orb- (Weapon, Orb, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
22. Noise Hammer- (Weapon, Hammer, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
23. Noise Gun- (Weapon, Gun, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
24. Noise Force- (Weapon, Force, Sonic, 80,000 Gold) +80 Melee Attack, +80 Ranged Attack, +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit, Wielder's element becomes Sonic
25. Noise Card- (Weapon, Card, Sonic, 80,000 Gold) +80 Ranged Attack, +40 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
26. Noise Axe- (Weaponx2, Axe, Sonic, 80,000 Gold) +160 Melee Attack, +160 AGI, +160 MIN, 110% To Hit
27. Pure Iron (Greater)- (Item, Material, Earth, 35,000 Gold)
28. Apprentice's Stone Power Core- (Item, Material, Technology & Earth, 5,000 Gold)
28. Tiny Alexandrite- (Item, Material, Earth & Physical, 1,000 Gold)
29. Tiny Amethyst- (Item, Material, Earth & Darkness, 1,000 Gold)
30. Tiny Ametrine- (Item, Material, Earth & Psychic, 1,000 Gold)
31. Tiny Amythist- (Item, Material, Darkness, 1,000 Gold)
32. Tiny Diamond- (Item, Material, Earth & Light, 1,000 Gold)
33. Tiny Emerald- (Item, Material, Earth, 1,000 Gold)
34. Tiny Iolite- (Item, Material, Earth & Ice, 1,000 Gold)
35. Tiny Opal- (Item, Material, Earth & Air, 1,000 Gold)
36. Tiny Peridot- (Item, Material, Earth & Acid, 1,000 Gold)
37. Tiny Quartz- (Item, Material, Earth & Technology, 1,000 Gold)
38. Tiny Ruby- (Item, Material, Earth & Darkness, 1,000 Gold)
39. Tiny Sapphire- (Item, Material, Earth & Water, 1,000 Gold)
40. Tiny Teralyte- (Item, Material, Earth, 1,000 Gold)
41. Tiny Topaz- (Item, Material, Earth & Electrical, 1,000 Gold
42. Tiny Zircon- (Item, Material, Earth & Magic, 1,000 Gold)
43. Crusader Paladin’s Shield- (Weapon, Shield, Light & Physical, 1,750,000 Gold) +1,100 Melee Attack, +1,800 Defense, +1,600 CON, 25% Resilience, 15% Dodge, 18% Darkness Resistance, 18% Light Resistance, 18% Magic Resistance, 40% Voidstruck Resistance
44. Necromancer’s Command Rod- (Weapon, Wand, Darkness & Magic, 916,000 Gold) +50 Melee Attack, +902 Magical Attack, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer
45. 1 Necromancer’s Staff- (Weapon, Staff, Darkness & Magic, 655,000 Gold) +420 Melee Attack, +670 Magical Attack, Wielder’s Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder’s Necromancy summons gain +200 to all stats as a non-stacking effect, Wielder’s Necromancy spells cost 400 less MP
46. Common Jell Acid- (Accessory, Weapon Coating, Acid, 1,000 Gold) +15 Melee Attack, No bonus against Acid element foes
47. Manual of Combat Arts- (Accessory, Tome, Physical, 1,200 Gold) +15 STR, +15 CON, +15 AGI, +5 Damage if a Sword, Axe, Bow, Spear, Polearm, Mace, Flail, or Hammer is used
48. Minor Ring of War- (Accessory, Ring, Earth & Fire, 10,000 Gold) +10 Melee Attack
49. Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack Power
50. Native’s Headdress of Knowledgeable Gathering- (Accessory, Hat, Earth & Fire & Light, 600,000 Gold) +540 Defense, +600 AGI, Wearer may, in Encounter Areas, roll all treasure drop rolls twice and choose which drops to keep provided that no opponents fought were above Level 40
51. Quiet Boots- (Accessory, Boots, Air & Darkness, 26,000 Gold) +6 Defense, +80 AGI on the first round of combat if wearer already has more AGI than all of wearer's opponents
52. Seal of Balance- (Accessory, Seal, Light & Darkness, 7,000 Gold) +15 to each stat, +2% to hit, +10 Defense against darkness , +10 Defense against light
53. Shapeshifter's Essence- (Accessory, Other: Mystic Infusion, Light & Magic, 800,000 Gold) Wielder's subtype becomes Shapeshifter
54. Square-Rimmed Glasses- (Accessory, Eyewear, Water, 300 Gold) +1% to Hit
55. Tengu Mask- (Accessory, Mask, Air & Magic, 230,000 Gold) +240 Defense, +230 AGI, +230 SPI, 10% Air Resistance, 10% Darkness Resistance, 10% Magic Resistance, 10% Physical Resistance
56. Weatherman's Doodad- (Accessory, Trinket, Water & Air & Ice & Electrical, 45,000 Gold) Wielder may skip a turn to change a Zone of Ice, Air, Electrical, or Water into a Zone of Ice, Air, Electrical, or Water
57. White-and-Purple-Colored Essence Spark- (Accessory, Other: Mystic Infusion, Light & Magic, 800,000 Gold) Wielder may, at the start of a thread, choose to become solely the element Light or Magic
58. Multimillionaire's Coin- (Consumable, Enchanted Item, Earth & Light, 1 Charge, 10,000,000 Gold), Heals 10,000 HP (or 20,000 HP if you have over 2,000,000 Gold), Heals 10,000 MP (or 20,000 MP if you have over 2,000,000 Gold), Doubles Gold gained from battle if said doubled amount is under 1/1,000th the amount user possesses to a max of 20,000 extra Gold
59. Totemic Magic: Regeneration- (Spell, Shaman Magic, Light & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that heals all of caster's allies for 40,000 HP at the start of each round, does not stack on caster but stacks 10 times across healing effects
60. Moonflower Staff- (Weapon, Staff, Magic, 168,000 Gold) +165 Magical Attack, +400 SPI, 1 hit against 2, All actions you perform deal 1/2 damage and have a 10% lower chance of inflicting status effects
61. Winter Bush Berries- (Consumable, Food, Ice, 3 charges, 14,000 Gold) +500 HP to target Ice element entity
62. Sharpness- (Item, Material, Physical, 5,000,000 Gold)
63. Tengu Feather- (Item, Antiquity, Air, 40,000 Gold)
64. 1 Totem Wood- (Item, Material, Earth & Magic, 160,000 Gold)
65. Bakeneko's Fire- (Item, Antiquity, Fire, 80,000 Gold)
66. 1 Bakeneko's Tail- (Item, Antiquity, Fire & Magic, 7,000 Gold)
67. Ki Blast- (Spell, Combat Arts, Energy & Physical, 50 MP, 90,000 Gold) +90 Magical Attack
68. Ki Boost- (Spell, Combat Arts, Energy & Physical, 200 MP, 900,000 Gold) Caster gains +500 to all stats, does not stack
69. Ki Persuasion- (Spell, Combat Arts, Energy & Physical & Air & Psychic, 50 MP, 670,000 Gold) 30% may inflict Charm, 30% may inflict Confusion, 30% may inflict Fatigued: Asleep
70. Maiden's Dress- (Armor, Clothing, Light, 15,400 Gold) +3 Defense, +17 SPI, 5% Light Resistance
71. Apprentice's Airy Gear Heart- (Item, Material, Technology & Air, 6,000 Gold)
72. Apprentice's Airy Power Core- (Item, Material, Technology & Air, 5,000 Gold)
73. Apprentice's Base Power Core- (Item, Material, Technology, 5,000 Gold)
74. Power (2)- (Item, Material, Energy, 6,000,000 Gold)
75. Collectable Figure Series 58 Figure 90/245: Steel Golem- (Item, Antiquity, Metal, 19,000 Gold)
76. Collectable Figure Series 58 Figure 98/245: Eye of Sports- (Item, Antiquity, Physical, 6,000 Gold)
77. Collectable Figure Series 58 Figure 127/245: Flame Chimera- (Item, Antiquity, Fire, 7,000 Gold)
78. Collectable Figure Series 58 Figure 198/245: Champion of Machines- (Item, Antiquity, Technology, 21,000 Gold)
79. Collectable Figure Series 58 Figure 200/245: Headless Baron- (Item, Antiquity, Darkness, 11,000 Gold)
80. Collectable Figure Series 58 Figure 241/245: Nebula Wyrm- (Item, Antiquity, Astral, 127,000 Gold)
81. 1 Ancient Book of Lore- (Item, Antiquity, Magic, 7,000 Gold)
82. 1 Ancient Wood- (Item, Material, Earth, 80,000 Gold)
83. Holy Blade- (Weapon, Sword, Light & Physical, 1,780,000 Gold) +1,900 Melee Attack, +1,500 STR, +1,300 AGI, +1,500 CON, +1,500 SPI, 20% Critical, 130% To Hit, 15% inflicts Awestruck
84. 1 Apprentice's Blazing Gear Heart- (Item, Material, Technology & Fire, 6,000 Gold)
85. 1 Apprentice's Blazing Power Core- (Item, Material, Technology & Fire, 5,000 Gold)
86. Apprentice's Mindcrystal Power Core- (Item, Material, Technology & Psychic, 5,000 Gold)
87. Apprentice's Mystic Power Core- (Item, Material, Technology & Magic, 5,000 Gold)
88. Apprentice's Shadow Power Core- (Item, Material, Technology & Darkness, 5,000 Gold)
89. Apprentice's Steam-Driven Gear Heart- (Item, Material, Technology & Physical, 6,000 Gold)
90. Apprentice's Stone Gear Heart- (Item, Material, Technology & Earth, 6,000 Gold)
91. Daemonic Texts- (Item, Antiquity, Darkness, 110,000 Gold)
92. Pure Metals- (Item, Material, Earth, 7,000 Gold)
93. Poison Zombie’s Hand- (Weapon, Fist Weapon, Acid & Darkness, 75,000 Gold) +81 Melee Attack, 25% inflicts Poison on hit, 50% Poison Resistance, 5% Acid Resistance, +30 CON, 2% Dodge
94. Shield of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Defense, 1% it instead provides +5,000 Defense
95. Hero's Boots- (Accessory, Boots, Light, 45,000 Gold) +30 Defense, +30 to all stats, +1% to Hit, +1% Resilience, +1% Dodge, +1% Critical
96. Gas Grenade- (Consumable, Lethal Item, 1 Charge, Acid & Air, 12,000 Gold) Deals 1,000 Acid & Air element damage, 10% inflicts Impaired: Blind, 10% inflicts Suffocation, 10% inflicts Poison, 2% inflicts Dissolving, 1 hit against 5
97. Demon Skin- (Item, Material, Darkness, 41,000 Gold)
98. Lords of Ether- Armies and Forces Card 16/65 (Uncommon): Army Tank Platoon- (Item, Antiquity, Earth & Technology, 400 Gold)
99. Lords of Ether- Armies and Forces Card 35/65 (Uncommon): Zombie Horde- (Item, Antiquity, Darkness, 400 Gold)
100. Lords of Ether- Armies and Forces Card 42/65 (Common): Elven Archer Squadron- (Item, Antiquity, Earth, 100 Gold)
101. Lords of Ether- Armies and Forces Card 44/65 (Common): Elven Druid Circle- (Item, Antiquity, Earth, 100 Gold)
102. Lords of Ether- Armies and Forces Card 45/65 (Common): Elven Swordsmaster Cadre- (Item, Antiquity, Earth, 100 Gold)
103. Lords of Ether- Armies and Forces Card 63/65 (Common): Skeletal Archer Regiment- (Item, Antiquity, Darkness, 100 Gold)
104. Lords of Ether- Armies and Forces Card 64/65 (Common): Skeletal Swordsman Unit- (Item, Antiquity, Darkness, 100 Gold)
105. Lords of Ether- Base Set 19 Card 45/200 (Uncommon): Mellmorran's Arrows- (Item, Antiquity, Physical, 400 Gold)
106. Lords of Ether- Base Set 19 Card 155/200 (Common): Master of Arms- (Item, Antiquity, Light & Physical, 100 Gold)
107. Lords of Ether- Equipment List Card 58/65 (Common): Trebuchet- (Item, Antiquity, Physical & Technology, 100 Gold)
108. Lords of Ether- Equipment List Card 62/65 (Common): Venomous Knife- (Item, Antiquity, Physical & Acid, 100 Gold)
109. Lords of Ether- Goat Milk Special Series! Card 9/10 (Common): Tasty Kakkari Goat Milk!- (Item, Antiquity, Water, 900 Gold)
110. Lords of Ether- Rebirth of the Phoenix Card 35/65 (Uncommon): Zecchyar's Circle- (Item, Antiquity, Magic, 400 Gold)
111. Lords of Ether- The Great War Card 2/200 (Rare): Dramalthan Blimp Castle- (Item, Antiquity, Air & Technology, 600 Gold)
112. Lords of Ether- The Great War Card 17/65 (Uncommon): Dramalthan Gun Platform- (Item, Antiquity, Earth & Technology, 400 Gold)
113. Lords of Ether- The Great War Card 18/65 (Uncommon): Dramalthan Mech Walker- (Item, Antiquity, Earth & Technology, 400 Gold)
114. Lords of Ether- The Great War Card 35/65 (Uncommon): Zeitrich's Master Plan- (Item, Antiquity, Air & Technology, 400 Gold)
115. Lords of Ether- Set-Free Card (Common): Empty Wharf- (Item, Antiquity, Water, 200 Gold)
116. Lords of Ether- Set-Free Card (Common): Goat Master- (Item, Antiquity, Air & Earth, 200 Gold)
117. Lords of Ether- Set-Free Card (Common): Goat Soldier- (Item, Antiquity, Darkness & Earth, 200 Gold)
118. Lords of Ether- Set-Free Card (Common): Guy with a Gun- (Item, Antiquity, Technology, 200 Gold)
119. Lords of Ether- Set-Free Card (Uncommon): Bonus Wings- (Item, Antiquity, Air & Magic, 800 Gold)
120. Lords of Ether- The Spire of Glory Card 38/65 (Common): Brilliant Admonishment- (Item, Antiquity, Light, 100 Gold)
121. Lords of Ether- The Spire of Glory Card 42/65 (Common): Drop-Flame- (Item, Antiquity, Fire, 100 Gold)
122. Lords of Ether- The Swarm's Descent Card 37/65 (Common): Bzzarn'Krikk Slasher Beetle- (Item, Antiquity, Earth & Physical, 100 Gold)
123. Lords of Ether- The Swarm's Descent Card 55/65 (Common): Erect Demonic Defenses- (Item, Antiquity, Darkness, 100 Gold)
124. Lords of Ether- The Swarm's Descent Card 64/65 (Common): Warlock of the Blighted Circle- (Item, Antiquity, Darkness, 100 Gold)
125. Lords of Ether- The Swarm's Descent Card 65/65 (Common): Zrrzz'Mzunn Flyer- (Item, Antiquity, Air & Technology, 100 Gold)
126. Construct Army Ebony- (Item, Material, Darkness, 11,000 Gold)
127. Spiny Crystal of Tempering- (Item, Material, Physical, 1,900 Gold)
128. Sentinel Metal- (Item, Material, Physical & Magic & Technology, 75,000 Gold)
129. 1 Noise Bow- (Weaponx2, Bow, Sonic, 80,000 Gold) +160 Ranged Attack, +160 AGI, +160 MIN, 110% To Hit
130. 1 Noise Drill- (Weapon, Tool, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
131. Noise Fan- (Weapon, Fan, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
132. Noise Guider- (Weapon, Bailartix, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
133. Noise Halberd- (Weapon, Polearm, Sonic, 80,000 Gold) +160 Melee Attack, +160 AGI, +160 MIN, 110% To Hit
134. Noise Hand- (Weapon, Fist Weapon, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
135. Noise Knife- (Weapon, Knife, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
136. Noise Mace- (Weapon, Mace, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
137. Noise of the Departed- (Weapon, Soul, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
138. 1 Noise Scroll- (Weapon, Book, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
139. Noise Scythe- (Weapon, Scythe, Sonic, 80,000 Gold) +80 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
140. Noise Shield- (Weapon, Shield, Sonic, 80,000 Gold) +80 Defense, +40 Melee Attack, +80 AGI, +80 MIN, 5% Resilience
141. 1 Noise Staff- (Weapon, Staff, Sonic, 80,000 Gold) +80 Magical Attack, +40 Melee Attack, +80 AGI, +80 MIN, 105% To Hit
142. Noise Stone- (Weapon, Stone, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
143. Noise Synchronizer- (Weapon, Instrument, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To
144. 1 Noise Wand- (Weapon, Wand, Sonic, 80,000 Gold) +80 Magical Attack, +80 AGI, +80 MIN, 105% To Hit
145. Rod of Bone Priests- (Weapon, Wand, Darkness, 250,000 Gold) +300 Magic Attack, Necromancy Spells cost 50 less MP to cast
146. Sapcalling Plant Tender's Staff- (Weapon, Staff, Earth & Light, 160,000 Gold) +72 Magical Attack, Allied Plants gain 35 points in all stats, Summoned plants created by wielder's Biomancy spells gain 800 Max HP, Wielder may siphon away 700 of a summoned plant created with wielder's Biomancy spells HP and transfer them to a Human ally; this HP drain is not affected by defense
147. Shield Sphere- (Weapon, Orb, Magic & Physical, 600,000 Gold) +600 Defense, +200 Ranged Attack, Wielder counts as having a Shield equipped
148. Stave of the Gate Trees- (Weaponx2, Staff, Magic, 175,000 Gold) +195 Magical Attack, +40 Melee Attack, Wizard Magic Spells cost 30 less MP to cast, +140 MIN
149. Sunbeam- (Weapon, Force, Light, 1,900,000 Gold) +1,900 Ranged Attack, +1,900 Magical Attack, Wielder's offensive actions may become solely Light element
150.
151. Basket Full of Large Fruits- (Item, Antiquity, Earth, 1,200 Gold)
152. Blazing Iron- (Item, Material, Fire, 15,000 Gold)
153. Collectable Figure Series 67 Figure 69/245: Being From Ulaat Thamar- (Item, Antiquity, Water, 6,000 Gold)
154. Collectable Figure Series 67 Figure 125/245: Basic Gear Soldier- (Item, Antiquity, Earth & Technology, 7,000 Gold)
155. Dented Coffee Pot- (Item, Antiquity, Water & Technology & Earth, 80 Gold)
156. Distractiveness- (Item, Material, Psychic & Air, 5,000,000 Gold)
157. Dust from the Wayfarer's Boots- (Item, Material, Earth & Air, 17,000 Gold)
158. Bloodflower Tears- (Item, Material, Life & Darkness, 310,000 Gold)
159. Blood of a Still-Living Dragon- (Item, Antiquity, Fire & Magic & Water & Darkness, 1,000,000 Gold)
160. Bottled Outer Space- (Item, Antiquity, Darkness, 70,000 Gold)
161. Concentration- (Item, Material, Psychic, 5,000,000 Gold)
162. Evasiveness- (Item, Material, Air, 7,000,000 Gold)
163. Fragility- (Item, Material, Physical & Air, 4,000,000 Gold)
164. Golemstone- (Item, Material, Magic & Earth, 85,000 Gold)
165. Grace- (Item, Material, Light & Air, 6,000,000 Gold)
166. Imitation- (Item, Material, Air, 5,000,000 Gold)
167. Self-Sacrifice- (Item, Material, Light & Air, 5,000,000 Gold)
168. Static Noise- (Item, Material, Technology & Sonic, 30,000 Gold)
169. Terrorism- (Item, Material, Fire & Technology & Darkness, 5,000,000 Gold)
170. Youth- (Item, Material, Light & Air, 5,000,000 Gold)
171. Pattern of the Patterned Lizard- (Item, Material, Water & Earth, 5,000,000 Gold)
172. Picture of a Depressed Dog- (Item, Antiquity, Air & Darkness, 40 Gold)
173. Photograph of a Ramen Chef Cooking- (Item, Antiquity, Water & Fire, 3,200 Gold)
174. Raw Fish- (Item, Material, Water, 200 Gold)
175. Magic Ray Cannon- (Weaponx2, Other: Siege Weaponry, Magic, 470,000 Gold) +1,864 Magical Attack, 5% inflicts Manablasted, deals double damage to Large Structures
176. Faux Robes of Lyshontomore- (Armor, Robe, Darkness, 60 ,000 Gold) +80 Defense, +60 MIN, Illusion Magic spells cost wearer 12,000 less MP to cast
177. Necromancer’s Robe- (Armor, Robe, Darkness & Magic, 710,000 Gold) +600 Defense, +200 Defense against Darkness, 20% Darkness Resistance, +730 Magical Attack, Wielder’s Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder’s Necromancy summons gain +210 to all stats as a non-stacking effect, Wielder’s Necromancy spells cost 500 less MP
178. Bolster Undead- (Spell, Necromancy, Darkness, 10,000 MP, 690,000 Gold) Caster's Undead pets and summons gain +310 to all stats, does not stack, lasts 5 round
179. Purifying Blade- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50
180. Beautiful Illusion- (Spell, Illusion Magic, Air & Light, 6,000 MP, 680,000 Gold) 30% inflicts Confusion, 30% inflicts Charm, 20% inflicts Awestruck
181. Exquisite Fur- (Item, Material, Earth, 4,000,000 Gold)
182. Moving Shadows- (Item, Antiquity, Darkness, 45,000 Gold)
183. Morphic General's Chair- (Item, Antiquity, Earth & Physical, 1,550,000 Gold)
184. Mystic Stone- (Item, Material, Earth, 25,000 Gold)
185. Mechanization- (Item, Material, Physical & Technology, 4,000,000 Gold)
186. Matryoshka Doll Golem Pattern- (Item, Antiquity, Magic, 760,000 Gold)
187. Old Tome- (Item, Antiquity, Earth, 5,000 Gold)
188. Phoenix Plushie - (Item, Antiquity, Fire, 60,000 Gold)
189. Hell Hound Plushie- (Item, Antiquity, Fire & Darkness, 85,000 Gold)
190. Crazed Candle Plushie- (Item, Antiquity, Magic, 19,000 Gold)
191. Giant Cerberus Plushie- (Item, Antiquity, Fire & Darkness, 900,000 Gold)
192. Mage's Tower- (Item, Property, Magic, 5,000,000 Gold)
193. Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
194. Large Container of Light Mana Oil- (Item, Material, Light, 50,000 Gold)
195. Hyburion Overthruster- (Item, Material, Technology, 40,000 Gold)
196. Historical Knowledge- (Item, Material, Time & Magic, 6,000,000 Gold)
197. Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
198. Heiberic Calling Pattern: Yellow Flameman- (Item, Antiquity, Physical, 1,101,000 Gold)
199. Ghost Ice- (Item, Antiquity, Ice & Darkness, 26,000 Gold)
200. Fortress Filled with Disarmed Traps- (Item, Property, Physical, 1,600,000 Gold)
201. Force-Warded Plating- (Item, Material, Earth & Magic & Technology, 46,000 Gold)
202. Cage of Torment- (Item, Antiquity, Darkness & Fire & Agony, 1,200,000 Gold)
203. Anger- (Item, Material, Fire & Physical, 5,000,000 Gold)
204. Sword on a Spring- (Consumable, Trap, Physical & Technology, 1 Charge, 1,800 Gold) Deals 2,000 Flat Physical element damage to the next individual to conduct an action that has a chance of stealing an item from target or to the next individual that steals an item from target
205. Solar Sole- (Consumable, Food, Light, 1 Charge, 250,000 Gold) Sets user's Light Resistance and Fire Resistance to precisely 95% for one round
206. Salmon of Speedy Spawning- (Consumable, Food, Life & Earth & Water, 125,000 Gold) The number of random encounters that target encounters in new rooms in this random quest is doubled; there is a 40% chance per round that another random encounter will appear in target's location each round, lasts 40 rounds
207. Hagfish of Healing Nullification- (Consumable, Lethal Item, Darkness & Water & Acid, 1 Charge, 128,000 Gold) The next 50,000 points of HP healing, 20,000 points of MP healing, and 400 points of stat healing are canceled for target, stacks 5 times, lasts 5 turns
208. Defensive Brew- (Consumable, Potion, Physical, 1 Charge, 35,000 Gold) +200 Defense, Does not stack, Lasts 10 rounds
209. Bland but Filling Meal a Boy's Brother Died Getting Him the Ingredients for so that He Could Live Another Day Without Starving- (Consumable, Food, Earth, 1 Charge, 650 Gold) Cures Fatigued: Dehydration. Cures Fatigued: Starvation, 50% inflicts Confusion: Depression
210. Alluring Perfume- (Consumable, Potion, Air & Fire, 10 Charges, 114,000 Gold) Target's offensive actions gain 20% inflicts Charm, lasts 6 rounds
211. Iron Glaze- (Consumable, Potion, Physical, 1 Charge, 37,000 Gold) +80 Defense, +5 CON, stacks 3 times
212. Large Vessel of Holy Water- (Consumable, Lethal Item, Light, 10 Charges, 21,000 Gold) Deals 2,000 Light element damage to up to 3 Undead, Demons, Daemons, Devils, or Darkspawn
213. Last Resort Book: White- (Consumable, Libram, Light & Magic, 1 Charge, 7,000,000 Gold) User gains +10,000 Defense against individuals below Level 60, User and user's allies, if below Level 60, may not conduct Offensive Actions, User's allies may not be the targets of offensive actions from sources below Level 60, if in the same battle as user while user is alive, lasts 3 rounds, User may not use any further consumables as a debuff that lasts the remainder of the thread
214. Lionfish of Sanguine Countering- (Consumable, Food, Water & Physical & Acid, 1 Charge, 94,000 Gold) Whenever target is targetted with an offensive action, the initiator of said action takes 8,000 Physical & Acid element damage and is afflicted with Poison and Wounded: Bleeding, lasts 5 turns, does not stack
215. Mega Tuna- (Consumable, Food, Water, 2,000 Gold) Heals 2,000 HP
216. Miracle Carp- (Consumable, Food, Water, 1 Charge Remaining, 17,000 Gold) +3,000 MP
217. Reappearing Bomb- (Consumable, Lethal Item, Fire, Unlimited Charges, 120,000 Gold) Deals 4,000 Fire damage to up to 5 targets, may be used 7 times per battle
1 Perch of the Clear Mind- (Consumable, Food, Water & Light, 1 Charge, 65,000 Gold) Cures Confusion
218. 1 Radiant Angelfish- (Consumable, Lethal Item, Light, 1 Charge, 40,000 Gold) Deals 7,000 Light damage to 6 targets.
219. Naso Tang of the Oceans- (Consumable, Food, Water, 1 Charge, 90,000 Gold) All of user's Melee attacks for the remainder of the battle will be Water element only
220. Fire-Quenching Powder- (Consumable, Powder, Water, 1 Charge, 300,000 Gold) Target, if under Level 20, may not use Fire element abilities, Target, if Fire element and under Level 20, suffers -500 to all stats, -15% Critical, -15% Resilience, -15% To Hit, and -15% Dodge, stacks 3 times, lasts 15 rounds
221. Polar Shielding- (Accessory, Upgrade, Technology & Ice, 60,000 Gold) Possessor's Vehicle and War Machine transformations that do not have a Ice Weakness gain 15% Ice Resistance
222. Minorly Blessed Mask- (Accessory, Mask, Light, 110,000 Gold) +100 Defense, +120 SPI, 10% Light Resistance, 20% Hexed Resistance, Divine Magic spells cost wearer 1,000 less MP to cast
223. Khasbric Cloak- (Accessory, Cloak, Magic, 124,000 Gold) +218 AGI, 5% Magic Resistance, +800 MP, +15 MIN
224. Green Rose of Sandglass- (Accessory, Magic Item, Earth, 295,000 Gold) +490 SPI, +80 SPI for anyone with the ability Holy Channeling, +5% Critical for spells that heal
225. Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
226. Hilariously Horrendous Boots- (Accessory, Boots, Null, 1 Gold) -10 to all stats, cannot be unequipped normally, wearer has 5% chance per turn to spend said turn banging its head into the nearest wall for 10 damage out of sheer frustration caused by the realization that it was temporarily dumb enough to put on these boots
227. Holy Symbol of Doc- (Accessory, Holy Symbol, Technology, 20,000 Gold) +30 SPI, +20 MIN, Divine Magic spells and Technomancy cost 10 less MP to cast, wielder must be a devout worshipper of Doc
228. Gloves of Rock Cloud Control- (Accessory, Gloves, Earth, 60 Gold) +5 CON, Grants the Ability-
229. Rock Cloud- 15% Inflicts Blindness, 7% Does 90 Earth element damage, 5 MP
230. Fleet Seal- (Accessory, Seal, Air, 21,000 Gold) +25 AGI, 3% Dodge
231. Fireproof Shielding- (Accessory, Upgrade, Technology & Fire, 60,000 Gold) Possessor's Vehicle and War Machine transformations that do not have a Fire Weakness gain 15% Fire Resistance
232. Dragon-Identifying Magnifying Glass- (Accessory, Trinket, Air, 7,000,000 Gold) Wielder is counted as 10 Levels higher for stat-scanning purposes (as an effect that cannot bypass Immunity to Below Level X effects) for purposes of scanning the stats of Dragons, to a max of Level 100
233. Greater Ballast Stone- (Accessory, Trinket, Earth & Physical, 480,000 Gold) +510 CON, Wielder's row may not be forcibly shifted by individuals below Level 30
total 233
other items wrote:1. Thief's Knife- (Weapon, Knife, Fire, 500 Gold) +5 Melee Attack
2. Thunder Wand- (Weapon, Wand, Electrical, 30,000 Gold) +35 Magical Attack
3. Stalactite Dagger- (Weapon, Knife, Earth, 200 Gold) +7 Melee Attack, +4 AGI on first round of combat
4. Scrap Metal- (Item, Material, Technology, 20 Gold)
5. Cassette Player Containing a Casette Tape Containing Disturbing Recordings of Wolves- (Weapon, Instrument, Darkness & Air, 6,900 Gold) +2 Magical Attack, 15% inflicts Confusion: Fear
6. Cleaving Axe-(Weapon, Axe, Fire, 20,000 Gold) +25 Melee Attack, +2% Critical
7. Butter Knife- (Weapon, Knife, Water, 80 Gold) +2 Melee Attack, 5% deals no Damage4 Coral Spear- (Weapon, Spear, Water, 900 Gold) +15 Melee Attack
8. Cage of Torment (2)- (Weapon, Deadly Item, Darkness & Fire & Agony, 1,200,000 Gold) +1,100 Melee Attack, +1,100 Magical Attack, +1,000 CON, 30% inflicts Paralyzed, 40% inflicts Pain
9. Deadly Thoughts- (Weapon, Force, Psychic, 1,900,000 Gold) +2,000 Magical Attack, +2,000 STR, Wielder's Magical Attack actions use MIN as their Prime Attribute, Wielder's Magical Attack bonus capping becomes based on MIN
10. Dracoknight's Blade- (Weapon, Sword, Magic & Physical, 1,780,000 Gold) +1,900 Melee Attack, wearer gains +2,000 to all stats if wearer is a Dragon or has a Dragon ally, 20% Critical, 130% To Hit, 15% Dodge
11. Collected Slowness- (Weapon, Stone, Time & Magic, 510,000 Gold) +500 Magical Attack, 15% inflicts Impaired: Slow
12. Cannon-Shield- (Weapon, Shield, Physical, 95,000 Gold) +120 Defense, +40 Melee Attack, +99 Ranged Attack, 5% inflicts Fatigued: Stun
13. Dwarven Axe- (Weapon, Axe, Earth, 12,000 Gold) +25 Melee Attack
14. Earth-Shaking Trowel- (Weapon, Tool, Earth, 75,000 Gold) +15 Melee Attack, +75 Magical Attack, 15% Critical against Earth element targets
15. Elite Sage's Book- (Weapon, Book, Magic & Psychic, 195,000 Gold) +390 Magical Attack, +450 MIN, +430 SPI, +10,000 MP, Wielder must have a Base MIN of at least 30 to have this item equipped
16. Flamesinging Blade- (Weapon, Sword, Fire, 14,000 Gold) +17 Melee Attack, 79 additional Fire damage on hit
17. Flaming Sword- (Weapon, Sword, Fire, 27,000 Gold) +35 Magical Attack, +300 additional Fire element damage on hit
18. Flameworm Scale Shield- (Weapon, Shield, Fire, 7,000 Gold) +8 Defense, 3% Fire Resistance
19. Ghost-Slashing Katana- (Weapon, Sword, Air & Physical & Light, 430,000 Gold) +430 Melee Attack, Ignores Physical Resistance and Immunity in Undead and Spirits under level 20
20. Ginormous Money-Sack-Launcher- (Weaponx2, Other: Siege Weaponry, Physical, 10,000,000 Gold) +10,000 Ranged Attack, +20,000 Defense against Gold Damage, 15% inflicts Fatigued: Stun, deals double damage to Large Structures (to a max of 1,000,000 additional points), May only be wielded by individuals with 5,000 or more STR or MIN
21. Glyph Staff- (Weapon, Staff, Light, 8,000 Gold) +14 Magical Attack, +6 Melee Attack, +19 additional Magical Attack for Glyph Magic spells
22. 1 Great Sarisscos Shield- (Weapon, Shield, Earth & Physical, 80,000 Gold) +69 Defense, +15 STR, +20 CON
23. Greater Dainultha Stick- (Weapon, Wand, Magic, 70,000 Gold) Magical attacks do a flat rate of 800 damage
24. Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 31,522,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself, May only be equipped by individuals above Level 19
25. Harmful Fire- (Weapon, Force, Fire, 5,000,000 Gold) +5,000 Melee Attack, +5,000 Ranged Attack, +5,000 Magical Attack, 40% inflicts Burning, Wielder's offensive actions may become solely Fire element
26. Icthorimir Tooth Spear- (Weapon, Spear, Physical & Water, 3,000 Gold) +30 Melee Attack
27. Immense Sack of Money- (Weapon, Deadly Item, Physical & Earth, 10,000,000 Gold) +5,000 Melee Attack, +10,000 Defense against Gold Damage, 15% inflicts Fatigued: Stun, May only be wielded by individuals with 5,000 or more STR
28. Iron Mace- (Weapon, Mace, Physical, 900 Gold) +5 Melee Attack
29. Iron Sword- (Weapon, Sword, Physical, 500 Gold) +5 Melee Attack
30. Khaktoom Stave- (Weapon, Staff, Magic, 70,000 Gold) +99 Magical Attack, 5% Inflicts Confusion
31. Lethal Archerfish- (Weaponx2, Fish, Water & Physical, 88,000 Gold) +194 Ranged Attack, deals 3/4 damage to the back row if it is the only source of an attack bonus in an attack
32. Locartian Drakespawn Blade- (Weapon, Sword, Water, 40,000 Gold) +50 Melee, Physical Attacks using Combat Art spells have a 5% chance of inflicting Bleeding
33. Lots of Ideas for Terrible Rap Songs About Obscure Math- (Weapon, Instrument, Air & Technology & Psychic, 810,000 Gold) +800 Magical Attack, +850 MIN, 30% inflicts Confusion, Wielder's Magical Attack actions deal no damage unless wielder has the ability 'Bard' or the ability 'Mathematical Knowledge'
34. Lucient Pistol- (Weapon, Gun, Magic, 1,700 Gold) +15 Ranged Attack, +4 Magic Attack, +1% Dodge
35. Merc's Gun- (Weapon, Gun, Physical, 45,000 Gold) +49 Ranged Attack, +15 STR
36. 1 Mindslicer Cane- (Weapon, Bladecane, Darkness & Psychic, 398,000 Gold) +390 Melee Attack, Deals 35 MIN Damage on hit, +5% Critical
37. Moon Whip-Sickle- (Weapon, Scythe, Magic & Physical, 195,000 Gold) +250 Melee Attack, +195 Magical Attack, 12% Critical, +440 additional Melee Attack against Plants, +200 STR if any foes are Plants
38. More Powerful Book that Shoots Swords- (Weapon, Book, Physical & Magic, 610,000 Gold) +600 Melee Attack, +600 Ranged Attack, +500 MIN, +500 SPI
39. Nasty-Looking Tools- (Weaponx2, Tool, Darkness, 700 Gold) +9 Melee Attack, 1% inflicts Fear on 1st attack of battle
40. Nexus PD Stealth Pistol- (Weapon, Gun, Technology, 7,000 Gold) +20 Ranged Attack, +50 AGI on the first round of combat
41. Rusted Sabre (Combat-Capable)- (Weapon, Sword, Physical, 26,500 Gold) +27 Melee Attack, 5% inflicts Diseased: Infected Wound
42. Riding Crop- (Weapon, Whip, Physical, 15,000 Gold) +30 Melee Attack, +400 HP and +45 AGI for any Steed transformations, wielder may deal 5% of max HP to self in damage to remove 50% of all AGI damage wielder has taken while in a Steed transformation
43. Soul-Blade Scabbard Attached to a Soul Blade that is Temporally Frozen In A Normally Empty Soul-Blade Scabbard that Can Be Swung Around Like Some Sort of Generally Ineffective Club- (Weapon, Sword, Magic & Life & Destruction & Time, 1,500,000 Gold) +200 Melee Attack, Wielder may choose upon equipping this item to change its subtype to Sword, Soul, or Mace
44. Sphere of Magical Energy (2)- (Weapon, Orb, Magic, 602,000 Gold) +602 Magical Attack, +602 MIN
45. Star Marine Cannon Platform- (Weaponx2, Other: Siege Weaponry, Technology, 330,000 Gold) +695 Ranged Attack, 25% inflicts Stun, +140 Defense, deals double damage to Large Structures
46. Tardil-Style Assault Rifle- (Weapon, Gun, Physical, 47,000 Gold) +53 Ranged Attack, +30 AGI
47. Uncooling Lava (2)- (Weapon, Other: Essence Reconfiguration, Fire, 990,000 Gold) +990 Melee Attack, +990 Ranged Attack, +990 Magical Attack, 30% inflicts Burning, Wielder gains 10% inflicts Burning: Igneous if wielder possesses the ability 'Protean Being'
48. Toenail Clippers- (Weapon, Tool, Technology, 60 Gold) +0 Melee Attack
49. Chain Mail- (Armor, Light Armor, Earth, 500 Gold) +7 Defense
50. Dwarven Silver Armor- (Armor, Heavy Armor, Earth, 19,000 Gold) +25 Defense, +3% Dodge against attacks from enemies under level 15
51. Elaborate Flower Petal Dress- (Armor, Clothing, Light, 210,500 Gold) +269 Defense, Heals wearer for 500 HP each turn
52. Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, 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, May only be equipped by individuals above Level 19
53. Imperial Mage's Robe- (Armor, Robes, Magic, 68,000 Gold) +65 Defense, +73 Magical Attack, +80 to all stats, 5% Manablasted Resistance, 15% Magic Resistance, +500 M
54. Lesser Beaded Holy Armor- (Armor, Light Armor, Earth, 32,000 Gold) +40 Defense, Light element Divine Magic spells cost 5 less MP per wearer level up to a max of 200 less MP
55. Light Bone Mail-(Armor, Light Armor, Darkness, 7,000 Gold) +18 Defense, 10% Darkness Resistance
56. Magic-Being-Slayer Armor- (Armor, Heavy Armor, Magic, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, 30% Magic Being Resistance
57. Metaphorically Colored Dragonslayer Armor- (Armor, Heavy Armor, Magic, 7,000,000 Gold) +7,000 Defense, +7,000 to all stats, 10% Dragon Resistance, Wearer chooses a Base Element at the beginning of each battle, and this item provides 20% Resistance to said element for the remainder of the battle
58. Mimmizota- (Armor, Other: Chaos Shroud, Illusion, 50,000,000 Gold) This item, at the start of a thread, copies a non-unique armor with a listed cost that is under 50,000,000 Gold that is in stock in the Shop and becomes said armor for the remainder of the thread
59. Paladin of Sereyn's Armor- (Armor, Heavy Armor, Light, 120,000 Gold) +124 Defense, +50 Magical Attack to Light element spells, Lay on Hands heals 1,000 more HP, +400 MP, +40 SPI, +100 Melee Attack if at least 5 Paladin abilities are possessed, may only be used by devout worshippers of Sereyn
60. Nexus PD Uniform- (Armor, Light Armor, Technology, 8,000 Gold) +15 Defense
61. Private's Uniform- (Armor, Light Armor, Technology & Earth & Air, 6,000 Gold) +12 Defense, +6 AGI
62. Reinforced Sepheri-Tech Power Armor- (Armor, Power Armor, Physical & Technology, 290,000 Gold) +370 Defense, +130 AGI, Wearer takes double damage from things with Bascaradine in the name
63. Raincoat Made of Newspapers- (Armor, Light Armor, Water, 2,000 Gold) +2 Defense, 1% Water Resistance
64. Soldier's Mail- (Armor, Heavy Armor, Physical, 61,000 Gold) +64 Defense, +60 CON
65. Swishy Pants- (Armorx.5, Clothing, Air, 600 Gold) +6 Defense, +2 AGI
66. The Ritz- (Armor, Clothing, Earth & Light & Air, 50,000,000 Gold) +500 Defense, +5,000 additional Defense and +1,000 to all stats if wielder has over 1,000,000,000 Gold
67. Thunder Pants- (Armor, Clothing, Electrical, 75,000 Gold) +99 Defense, 18% Electrical Resistance, Wielder gains +150 Melee Attack if no weapons are equipped and deals an additional 3,000 Electrical damage on hit
68. Tropical Shirt- (Armorx.5, Clothing, Water & Air & Fire & Light, 600 Gold) +4 Defense, 5% Water Resistance, 5% Fire Resistance, 5% Chaos Resistance
69. Undead-Repelling Ward- (Armor, Aura, Darkness, 560,000 Gold) +550 Defense, +550 SPI, 5% Undead Resistance, 50% wearer may reflect offensive actions from Undead below Level 20
70. Westerner's Clothes- (Armor, Clothing, Earth, 23,000 Gold) +22 Defense, 1% Fire Resistance, 1% Light Resistance, 1% Air Resistance, 1% Earth Resistance, 1% Physical Resistance
71. Ward Against Electrical- (Armor, Ward, Electrical, 600,000 Gold) +500 Defense against Electrical, 10% Electrocuted Resistance
72. Added Guns- (Accessory, Upgrade, Technology, 25,000 Gold) Wielder's Vessel, Vehicle, Mech, and War Machine transformations choose to either gain the ability-
73. Fire Guns!- 500 Damage, the Prime Attribute for this attack is Agility, Technology, 0 MP
74. Or have any one attack they possess that has both a damage value and the word 'Guns' (but not the word 'Gun' alone) in its name deal 500 more damage
75. Armor Piercing Weapon Coating- (Accessory, Weapon Coating, Physical, 10,000 Gold) Wielder's attacks involving bonuses from weapons ignore 50 enemy Defense
76.
77. 1 Basic Magewright's Seal- (Accessory, Seal, Magic, 15,000 Gold) +25 to all stats, +12 Magical Attack
78. Black-and-Purple-Colored Essence Spark- (Accessory, Other: Mystic Infusion, Darkness & Magic, 800,000 Gold) Wielder may, at the start of a thread, choose to become solely the element Darkness or Magic
79. Boots of the Stalwart Sailor- (Accessory, Boots, Water, 48,000 Gold) +20 Defense, 15% Water Resistance, +15 to all stats if a Vessel is equipped, 15% Confusion Resistance, 5% Drowning Resistance
80. Book of Future Seconds- (Accessory, Tome, Time, 150,000 Gold) Wielder counts the round number as being 1 higher than it otherwise would be
81. Book of Past Seconds- (Accessory, Tome, Time, 150,000 Gold) Wielder counts the round number as being 1 lower than it otherwise would be
82. Combat Skills- (Accessory, Upgrade, Physical, 5,000,000 Gold) +5,000 Melee Attack, +5,000 Ranged Attack, +5,000 Magical Attack, +5,000 AGI, +5,000 STR, +5,000 SPI, +5,000 CON, Wielder loses a weapon slot (with this item having none of its other natural effects if no such slot can be lost)
83. Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Dodge, +5 to all stats
84. 1 Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
85. 1 Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
86. 1 Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
87. Dwarven Shadow Channeler's Ring- (Consumable, Drink, Earth, 500 Gold) +15 SPI, Shadow Magic spells cost 10 less MPGlyph of Airel-Dolcathyn- (Accessory, Glyph, Light, 40,000 Gold) +60 to all stats, wearer cannot have any Runes or Rune Magic equipped
88. Glyphic Seal- (Accessory, Seal, Light, 6,000 Gold) +30 SPI, Glyph Magic spells that heal gain +25 Magical Attack, Glyph Magic spells cost 15 less MP, Deals 50 damage every turn to all individuals with Rune Magic equipped and all Rune Magic summons in battle, wielder cannot equip Runes or Rune Magic spells
89. High Noon Cloak- (Accessory, Cloak, Air, 2,000 Gold) +40 AGI on the first round of combat, +5 AGI on other rounds
90. Old Dwarven Gloves- (Accessory, Gauntlets, Earth, 15,000 Gold) +20 Defense, +5 Melee Attack
91. Pointy Bayonet- (Accessory, Upgrade, Physical, 12,000 Gold) +30 Melee Attack if wielder has a Gun equipped
92. Ring of Disrupt Furniture- (Accessory, Ring, Magic & Fire, 60,000 Gold) +10 MIN, Wielder can skip a turn to defeat a Normal, Elite, or Oddity Golem with the word 'Animated' in its name provided that said Golem is under Level 10, has limited quest effects
93. Rusted Wolf Seal- (Accessory, Seal, Physical & Earth & Magic, 800 Gold) +5 STR, +5 CON, +14 AGI for purposes of determining multiple actions for Animals and Shapeshifters
94. Sash of Winds- (Accessory, Scarf, Air & Earth, 1,500 Gold) +2 Defense, +3 AGI
95. Shroom Spores- (Accessory, Weapon Coating, Earth, 900 Gold) 2 CON damage on hit
96. Symbol of Ytharr'Khran- (Accessory, Seal, Magic & Electricity, 700 Gold) +10 MP, +2% Electricity Resist
97. Vauntian Mail Boots- (Accessory, Boots, Physical, 39,000 Gold) +35 Defense, +15 STR, +5 CON
98. Weaponized Heiberic Calling Pattern: Yellow Flameman- (Accessory, Ammo, Physical, 1,101,000 Gold) Yellow Flameman is added to wielder's Weaponized Heiberic Entity List if wielder possesses a Weaponized Heiberic Entity List
99. Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
100. Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
101. Caviar of Intense Fanciness- (Consumable, Food, Wealth, 2,000,000 Gold) All of target's items are worth 250,000 additional Gold for the remainder of this thread, this may be elected to be either a buff on each individual item or a buff on this consumable's target
102. Bottled Sand Faerie- (Consumable, Summoning Stone, Earth, 1 Charge, 60,000 Gold) Summons 1 Sand Faerie
103. Box of Toast- (Consumable, Food, Earth, 20 Charges, 6,000 Gold) Heals 350 HP
104. Burmalong Meat- (Consumable, Food, Earth, 200 Gold) +50 HP, 5% Inflicts Confusion on user
105. Grated Parmesan- (Consumable, Food, Air, 1 Charge, 300 Gold) +5 AGI
106. Great Ink Squid- (Consumable, Lethal Item, Water, 1 Charge, 40,000 Gold) 90% inflicts blindness, affects up to 15 targets
107. Lentils- (Consumable, Food, Water & Earth, 1 Charge, 300 Gold) +5 AGI
108. Change- (Item, Material, Air & Water, 5,000,000 Gold)
109. Common Seeds- (Item, Material, Earth, 100 Gold)
110. 1 Common Spices- (Item, Material, Fire, 300 Gold)
111. Dark Essence- (Item, Material, Darkness, 300 Gold)
112. Dogtags- (Item, Antiquity, Physical, 290 Gold)
113. Doll's Kimono (Fine)- (Item, Antiquity, Earth & Water, 11,500 Gold)
114. Fake Potted Plant- (Item, Antiquity, Earth & Technology, 575 Gold)
115. Hatred of Gun-Bearing Dwarves- (Item, Material, Darkness & Earth & Technology, 4,000,000 Gold)
116. Hidden Impurity- (Item, Material, Darkness, 5,000,000 Gold)
117. Huge Ball of Plantation-Grown Rubber- (Item, Material, Technology & Earth, 2,000 Gold)
Total: 117
1. Immunization Records- (Item, Antiquity, Technology, 7,000 Gold)
2. Impure Iron- (Item, Material, Earth, 400 Gold)
3. Inactive Steroids- (Item, Material, Technology, 300 Gold)
4. Large Jar of Wax- (Item, Material, 450 Gold)
5. Large Ladder of Ladderland- (Item, Antiquity, Magic, 1,000,000 Gold)
6. Living Calendar Bead- (Item, Antiquity, Earth, 900 Gold)
7. Magical Gears- (Item, Material, Magic & Technology, 26,000 Gold)
8. Metamorphic Stone- (Item, Material, Earth, 300 Gold)
9. Modern Book of Lore- (Item, Antiquity, Magic & Technology, 7,000 Gold)
10. Model Train- (Item, Antiquity, Earth & Air & Technology, 5,600 Gold)
11. Old Bell- (Item, Antiquity, Earth, 40 Gold)
12. Old Copper Key- (Item, Antiquity, Earth, 30 Gold)
13. Old Dwarven Wine- (Consumable, Drink, Earth, 3,000 Gold) +50 HP, +20 CON, -5 SPI, -10 MIN, 20% Inflicts Drunkenness on user
14. Old Tarnished Gold Plate- (Item, Antiquity, Earth, 3,000 Gold)
15. Ornamental Rug- (Item, Antiquity, Fire, 6,000 Gold)
16. Outdated Newspapers In A Pile- (Item, Antiquity, Earth & Air & Water, 500 Gold)
17. Oversized Golden Nose Ring- (Item, Antiquity, Earth, 11,400 Gold)
18. Palm Frond- (Item, Material, Earth, 100 Gold)
19. 1 Phenomenally Bad Piece of Art- (Item, Antiquity, Darkness & Water, 600 Gold)
20. 1 Photos of Boring Landmarks- (Item, Antiquity, Air & Earth, 80 Gold)
21. Pure Honey- (Item, Material, Earth, 9,000 Gold)
22. Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
23. Radiance- (Item, Material, Light, 5,000,000 Gold)
24. Rock- (Item, Material, Earth, 100 Gold)
25. Royal Ahyscanthis- (Item, Antiquity, Earth, 5,000 Gold)
26. Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
27. Security-Compromised Web Browser Software- (Item, Antiquity, Technology & Darkness & Acid, 6,000 Gold)
28. Set of Bright Paints- (Item, Antiquity, Light, 80 Gold)
29. 1 Small Model Train- (Item, Antiquity, Technology & Earth, 1,800 Gold)
30. 1 Small Ruby Stone- (Item, Antiquity, Earth & Fire, 5,000 Gold)
31. Stuffed Bear that Can Sit on Your Desk- (Item, Antiquity, Earth, 200 Gold)
32. Swiftness- (Item, Material, Air, 5,000,000 Gold)
33. Tail on a Plaque- (Item, Antiquity, Earth, 2,000 Gold)
34. Telephone that Makes the Noises Produced by Barnyard Animals- (Item, Antiquity, Earth & Air & Technology, 4,700 Gold)
35. The Sound of a Horrid Clocktower's Ticking- (Item, Antiquity, Time, 265,000 Gold)
36. Ticket from the Blackclad Order Citing Illegal Weaponization of Nexus Gates that Could Theoretically Endanger Parts of the Uppermost Discs of Nexus- (Item, Antiquity, Darkness & Air & Magic, 2,000 Gold)
37. The Surprise of Opening an Unexpected and Well-Suited Gift- (Item, Material, Light & Fire, 16,500 Gold)
38. Tiny See-Through Plastic Magnetized Box Containing Mustard Colored Paperclips- (Item, Antiquity, Acid, 600 Gold)
39. Tiny See-Through Plastic Magnetized Box Containing Pink Colored Paperclips- (Item, Antiquity, Light, 500 Gold)
40. Tiny See-Through Plastic Magnetized Box Containing Silver Colored Paperclips- (Item, Antiquity, Technology, 500 Gold)
41. Tiny See-Through Plastic Magnetized Box Containing Lime Colored Paperclips- (Item, Antiquity, Acid, 500 Gold)
42. Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
43. Uncooling Lava- (Item, Material, Fire, 990,000 Gold)
44. Vines- (Item, Material, Earth, 700 Gold)
45. Vampire-Aggrandizing Fiction- (Item, Antiquity, Darkness, 1,900 Gold)
46. Very Strong Scales- (Item, Material, Physical, 400,000 Gold)
47. Vial of Burmalong Blood- (Item, Material, Earth & Magic, 3,000 Gold)
48. Video-Editing Software Suite- (Item, Antiquity, Technology, 31,000 Gold)
49. Yellow Flameman's Fire- (Item, Material, Fire, 25,000 Gold)
50. Wodoshohai Flesh- (Item, Material, Physical & Darkness & Technology, 80 Gold)
51. Bolster Toughness- (Spell, Protection Magic, Physical, 35 MP, 4,000 Gold) +65 Defense, Stacks 3 times
52. Call Unto Fire- (Spell, Elemental Magic, Fire, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Fire, scans the user's enemies to determine if any of them are Fire element, or gives target 5% Fire Resistance
53. Dark Tendrils- (Spell, Shadow Magic, Darkness, 15 MP, 3200 Gold) +2 Defense, +2 CON
54. Demon Fire- (Spell, Dark Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
55. Set Phantom Terrain: Space- (Spell, Geomancy, Darkness, 100 MP, 80,000 Gold) The Phantom Terrain is set to Space
56. Swift Strike- (Spell, Sword Arts, Physical & Air, 40 MP, 180,000 Gold) +70 Melee Attack, This spell's possessor may declare at the start of a round that the first action it makes this round must be a Melee Attack action that includes this spell, if its possessor does so, its possessor gains +5,000 to possessor's turn-order-determining stat total for turn-order-determining purposes this round and must perform such an action as possessor's first action, with possessor having to forfeit any actions which are not such action unless a non-allied source is controlling said actions or any source other than this spell's possessor is forcing said actions to specifically occur
57. Totemic Magic: Death Ward- (Spell, Shaman Magic, Magic & Darkness, 11,000 MP, 6,500,000 Gold) Places a buff on caster that provides +10% Instant Death Resistance from sources below Level 20, stacks 5 times on caster, stacks 5 times across other targets
58. Guardian's Seal- (Accessory, Seal, Earth & Physical, 19,000 Gold) +25 to all stats, +20 Defense to self and up to 2 allies, stacks 5 times per individual
59. Guardian's Seal of Sacrifice- (Accessory, Seal, Earth & Physical, 27,000 Gold) -100 to all stats, +100 Defense up to 5 allies, not including self, stacks 5 times per individual
60. Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
61. Violet Lightning- (Spell, Dark Magic, Darkness, 120 MP, 60,000 Gold) +60 Magical Attack
62. Weave Phantasm: Phantom Warrior- (Spell, Illusion Magic, Magic & Air & Psychic, 30 MP, 20,000 Gold) Summons one Illusionary Phantom Warrior, max 20 summoned
63. Wind Leap- (Spell, Ninjutsu, Air, 560 MP, 150,000 Gold) +120 AGI per caster level to a max of +2,400, lasts 2 turns, does not stack
64. Magnificent Goose Pate- (Consumable, Food, Water & Air, 1 Charge, 216,000 Gold) +4,000 MP, +216 SPI, 15% Water Resistance, 15% Aerial Resistance
65. Malzu Platter- (Consumable, Food, Earth, 2 Charges, 300 Gold) +20 HP
66. Soup Mix- (Consumable, Food, Water, 1 Charge, 300 Gold) 1% Water Resistance
67. 1 Stew Mix- (Consumable, Food, Water, 1 Charge, 300 Gold) 1% Water Resistance
68. Helm of Galbrecht- (Accessory, Helm, Air, 90,000 Gold) +150 Defense, +40 AGI if any foes have a higher AGI than user, Air element Spells do 200 extra damage
69. Unicorn Spear- (Weapon, Spear, Light, 2,100,000 Gold) +4,000 Melee Attack, +1,200 STR, +1,100 AGI, +2,400 SPI, Wielder's Melee Attack actions cure all Minor Negative Status Effects from sources below Level 40
70. Very Sharp Ice Shard- (Weapon, Deadly Item, Ice, 14,000 Gold) +37 Melee Attack, +5% Critical, 3% Does no damage
71. Vicious Nail Bat- (Weapon, Club, Darkness, 1,300 Gold) +15 Melee Attacks, 5% Does 1-8 STR damage
72. Viilranth Darts- (Weapon, Throwing Weapon, Darkness, 97,000 Gold) +75 Ranged Attack, 3% Inflicts Poison: Viilranth Sting, User may have this weapon do an additional 700 Electrical damage on hit if desired
73. Status Sub-Effect- Poison: Viilranth Sting= 5% Target cannot perform one action this turn, activates at the start of every turn
74. 5 Pretty Dresses in a Box- (Item, Antiquity, Earth & Air, 15,000 Gold)
75. Fading Call: Masons- (Spell, Summoning, Physical, 180 MP, 45,000 Gold) +15 Physical Attack, Heals, only affects Golems and Large Structures
76. Gakmondulo- (Spell, Wizard Magic, Earth, 40 MP, 115,000 Gold) +127 Magical Attack
77. Totemic Healing- (Spell, Shaman Magic, Light & Magic, 8,000 MP, 1,750,000 Gold) +1,850 Magical Attack, Heals
78. Bone-Decorate Shoes- (Accessory, Shoes, Darkness, 2,100 Gold) +5 Defense, 2% Darkness Resistance, 1% Physical Resistance
79. Fluid-Pumping Connector Cables- (Item, Material, Technology, 7,000 Gold)
Total 79
1. Ancient Holy Symbol of Orithon- (Item, Antiquity, Light, 150,000 Gold)
2. Ancient Wood- (Item, Material, Earth, 80,000 Gold)
3. Anemones, Crabs, and Jellyfish (Level 20-30) Spawn Table- (Item, Antiquity, Fire & Water, 600,000 Gold)
4. 1 Book Detailing the Chronicles of the Dragon-Slayer Who Later Encountered Sereyn in Her Lost City- (Item, Antiquity, Magic & Light & Air, 15,000 Gold)
5. Book Detailing the Worship of Spirits- (Item, Antiquity, Magic & Light & Darkness, 1,500 Gold)
6. Book of Inaccurate Spawn Table Data Recorded in 3002 AE- (Item, Antiquity, Magic & Air, 651,700 Gold)
7. Book of Romance Tips- (Item, Antiquity, Fire & Physical, 1,200 Gold)
8. Caravan Trader's Goods- (Item, Antiquity, Earth & Fire, 5,000 Gold)
9. Castle Topiary- (Item, Antiquity, Earth, 1,900 Gold)
10. Celebrity Giftbox- (Item, Ticket, Earth & Air, 900 Gold) Can be opened at the Warehouse for a roll on the Celebrity Giftbox table by individuals with at least 100 Fame
11. Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
12. Naught But Dust- (Item, Material, Earth, 50 Gold)
13. Ornamental Glass- (Item, Material, Magic & Air, 5,000 Gold)
14. Refined Magic Copper- (Item, Material, Magic, 10,000 Gold)
15. Refined Magic Gold- (Item, Material, Magic, 200,000 Gold)
16. Refined Magic Silver- (Item, Material, Magic, 100,000 Gold)
17. Risen Bird-Imp's Wings- (Item, Antiquity, Air & Light & Darkness, 11,000 Gold)
18. Shred of a Photograph of Trace Amounts of Fossilized Moose Dung- (Item, Antiquity, Earth, 2 Gold)
19. Shop on a Random World- (Item, Property, Physical, 60,000 Gold)
20. Short Easel- (Item, Antiquity, Air, 35 Gold)
21. Square Mile of Open Plains on a Random World- (Item, Property, Air, 20,000 Gold)
22. Stack of Grellynbeyri Coins- (Item, Currency, Earth & Darkness, 15,000 Gold)
23. Stack of Dreylumathi Coins- (Item, Currency, Water & Psychic, 77,000 Gold)
24. Stack of Aibelieghi Coins- (Item, Currency, Light & Air, 16,500 Gold)
25.
Awards-
'Redeemed from Blight'
Eliminated in Round One of the Brass Disc Tournament
Mod Run World Award: Helped Reduce the Bandit Thread of the Skyspear Mountains
Mod Run World Award: Defeated Valic, Rageweaver
Mod Run World Award: Witnessed an Excessively Odd Individual Kill Drakkas
'Battled against Valcont's Forces in Suexen'
'Died in the Early Waves of the Attack on Suexen'
Met Disco Horse
Has Completed the Nexus Bonus Dungeon: 'The Mad Artists's Studio' on Disc 9,476,311 + 1/2
Was Defeated by a Primal Magma Titan in the Dungeon 'The Halls of Origin' on Disc 9,476,311 + 1/2
Built a Statue During the Holy Festival
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Lancer
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Improved Essence Sphere: Seakeeper
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Won the "Adventurers!" Event Match
Has Won the "Mr. Groggo Goes to the Race" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Completed the Mini Quest 'Trial of Remembrance'
Died in the Shrine of Terrestrial Moons in the Pul Conlis Range on Seirei (Mod Run World Award)
Gored By A Boar On Noix
Known As A Violent Criminal And Public Menace In The Clavia Province (Mod Run World Award)
Crushed By The Fuschia Tower's Descent To Seirei (Mod Run World Award)
Has used 10 Manual of A Thousand Arts
Set up a Zone offsetting planar effects on Kirshisara (Mod-Run Award)
Reinforced a Zone with Hastor's assistance on Kirshisara (Mod-Run Award)
Defeated the Manya Terror Crocodile in Alligator Lagoon on Noix
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Has 75 Base Stat Points
Tasks-
Name: 'Tenth Holy Imperial Challenge of Worth: Test of Combat'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire
Prerequisites:
None
Requirements:
Complete at least 10 Event Matches
Description:
This is the tenth of twelve tasks required to obtain a Holy Imperial Seal of Worth.
Name: 'Sixth Holy Imperial Challenge of Worth: Test of Stamina'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire
Prerequisites:
None
Requirements:
Reach Level 21 or higher in an Endurance Match
Description:
This is the sixth of twelve tasks required to obtain a Holy Imperial Seal of Worth.
Kelver Netsumi
- Modrageball
- Site Admin
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Kelver Netsumi
MODRAAAAAAAAAAAAAGE